Special Features: Telegames And Nonviolent Games
COMPUTE
-The Leading Magazine Of Home, Educational, And Recreational Computing
$2.50
October
1983
Issue 41
Vol. 5, No. 10
£'B5UK S3 26 Canada
63379
ISSN 0\9A-347X
M
Two Gripping Games
With Excellent ^
Graphics For The
Commodore 64,
VIC-20, And Atari:
Moving Maze And
Dragonmaster
Spiralizer:
A High-Res Drawing
Utility For Atari,
Apple, VIC-20,
Radio Shack Color
Computer And
Commodore 64
Merging Programs
From Commodore
Disks
Atari Multicolor
Character Editor
A Sound Tutorial For
The Commodore 64
7A470"63379'
1 a
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SniMAKER^ LME OF
EARLY LEARNING GAMES
IS GROWING
AS EAST AS YOUR
CMLDSMIND.
Watching your kids grow up is a lot of fun. But
making sure their minds grow as fast as their
bodies is even more rewarding. That's where we
can help. With a growing line of Early Learning
Programs that are not only lots of fun to play but
also educational.
Some of the games you see on these two pages
help exercise your child's creativity Others help
improve vocabulary and spelling skills. While others
improve your child's writing and reading abilities.
And all of them help your child understand how to
use the computer.
So if you're looking for computer programs that
do more than just "babysit" for your kids, read on.
You'll find that our Early Learning Programs are not
only compatible with Apple® Atari® IBM® and
Commodore 64^" computers, but also with kids
who like to have fun.
FRACTION FEVER™ brings frac±ions into play.
Ages 7 to Adult.
FRACTION FEVER is a fast-
paced arcade game that
challenges a child's under-
standing of fi-actions. As kids
race aaoss the screen in search
of the assigned fraction,
they're actually developing a
basic understanding of what
a fraction is and of relationships between fractions.
They're even discovering that the same fraction may be
written in a number of different ways.
All in all. FRACTION FEVER encourages kids to learn
as much as they can about fractions -just for the
ftjn of it!
Anne. IBM ano A>an' are regtstmd tnUeiTOrtts of Appte ComputEr, Inc., imaratioral
© 1983. Spinnaker Software Corp AJI nghts reserved.
aaines Machines Corp. and Atan. Inc respectively. Oxnmakn 64 is j trBdemarti of Commodore Bmrailcs LimltKl.
The story of STORY MACHINE™ Ages S to 9.
STORY MACHINE is
like a storybook come
to life. Using the key-
board, your children
write their own fun
little stories. The
computer then
takes what they've
written and animates their
story on the screen, com-
plete with full color
graphics and sound.
STORY MACHINE
helps your children
learn to write correctly,
become familiar with
the keyboard, and lets
them have fun exercising
their creativity at the same time.
KINDERC0MP7" Numbers, shapes, letters, words and
drawings make fun. Ages 3 to 8.
KiNDERCOMPis
a game that allows
very young children
to start learning on
the computer It's a
collection of learning
exercises that ask
your children to match
shapes and letters, write their
names, draw pictures, or fill in
missing numbers. And KINDER-
COMP will delight kids with color
ful rewards, as the
screen comes to
life when correct
answers are
given.
As a parent
you can enjoy
the fact that
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fun while improving their
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counting skills.
PACEMAKER™ makes faces fiin. Ages 4 to 12.
PACEMAKER lets chil-
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screen. Once a face is
completed, your
children will giggle
with delight as they
make it do all kinds
of neat things: wink, smile,
wiggle its ears, or whatever
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Plus, PACEMAKER helps
children become com-
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fundamentals such as:
menus, cursors, the
return key, the space bar.
simple programs, and
graphics. PACEMAKER
won't make parents frown because
their children will have fun making
friends with the computer
s^nat^e^
Dbks for: Apple, Atari, IBM, Commodore 64,
Cartridges for: Atari. Commodore 64
Wfe make learning fun.
The Rammaster"'32 Introduces
you to tt)e world of more powerful
computing. Now VIC 20^ owners
hiave one of the most advanced
memory devices available. It's what
you'd expect from mosak meworx.
This is a full service memory device.
Not only will the RammQster'"give
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Th e expansion port allows ^
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without unplugging
EXPANSION .
PORT
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CONNECTORS
the memory board, saving wear and
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board. The Write Protect switch
protects your programs' subroutines
and data from accidental
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and the automatic erase built into
some cartridges. There's a pause
switch built In to stop in the middle of
a program, plus an external port is
built in for a convenient
^ . optional cable pause/reset
switch. You even have a
switch to overlay a 3K
b. blocl<ofRAMfor
^ MASTER
CONTROL
SWITCHES
expansion to 4QK. The Master Control
gives you complete control over the
configuration of your VIC 20-^
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The Rammaster'" 32 is completely
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_ Compatible with VIC 20 ' software
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And more features
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ELECTRONICS. INC. \
■ ■ P.O. Box 708 • Oregon City. Oregon 97045 \
'Vf&AICISNOTArmsATWmHCOMMODORE.COMMODOm64*ANDmZO''MlEl^eisrmE07RADeMAffXSOFclbM
October 1983 Vol. 5, Na 10
FEATURES
34 Telegames: Computef Games By Phone John Blockford
40 Nonviolent Gomes Kathv Vokol
52 Coupon File Ken D.McCann and Dole McBane
EDUCATION AND RECREATION
— 56 Dfagonmaster David Berdan
«-72 Moving Moze Matt Glwer
90 Mosaic Puzzle Bruce Jordan
121 Spelling Quiz Edward Perrin
REVIEWS
150 Jumpman James Trunzo
152 Synthy 64 Richard Mansfield
154VICFORTH Ffefer Busby
156 Flower tower Math Fun Tony Roberts
162 Mothership For Timex /Sinclair . Derel<Stubbs
162 Turmoil For VIC. 64, And Atari Tony Roberts
164 The Commander - A Command Extension Facility Jim Buttertield
166 Picnic Paranoia For Atari James Tajnzo
COLUMNS AND DEPARTMENTS
6 The Editor's Notes l?obert Lock
lO Readers' Feedback The Editors and Readers of COMPUTE!
20 Computers and Society David D.Thornburg
28 The Beginner's Page: Your First Useful Program Richard Mansfield
106 Questions Beginners Ask Tom R. Halfhill
loa On The Road With Fred D'Ignazio Fred D'Ignazio
130 Friends Of The Turtle: Ed Emberiey'sDrowing Procedures David D. Thornburg
132 LearnlngWith Computers: Computers And Teaching Children To Read J.B.Sheltonand
Glenn M. Kleiman
138 The World Inside The Computer: Islands Of iBcrning Fred D'Ignazio
170 INSIGHT Atari Bill Wilkinson
176 64 Explorer Lorn/ Isaacs
218 Machine Language Bagel Break, Part 3 Jim Butterfield
224 Programming The Tl: Playing Music On The Tl C Regena
THE JOURNAL
»144 Merging BASIC Programs From Commodore Disk Jim Butterfield
.182 Spiralizer Chayim Avinor
-200 Commodore EXEC Edwin King
204 Atari Master Disk Directory Joseph M.Apice
208 Runway 180: Using Sprites In Tl Extended BASIC James Dunn
213 How To Create A Data Filing System, Part 4: The Main Program Jim Fovi^er
— <29 Invisible Disk Director/ For VIC And 64 KevinE.Gough
232 A Multicolor Atari Character Editor Charles Bronnon
w242 High Speed Mazer Gary E. Morso
258 Apple Sounds - From Beeps To Music, Part 1 Blaine Mathieu
261 Extro Instructions Joel C Shepherd
-^M Commodore DOS Wedges: An Oven/iew Jim Butterfield
272 Protector For VIC-20 , George Trepal and Doug Smoak
273 USR Sort Walter D. Thompson. Jr,
277 Working With SID . . , JenyM.Jaco
290 Atari Safe RAM ' E.H. Foerster
299 VIC Scaling Bar Graphs James R McCaiiister
^12 64 Character Creator Al J.Ockert
50 How To Type COMPUTE!'s Programs
315 CAPUTE! Modlflcationt Or Corrections To Previous Articles
316 A Beginner's Guide To Typing In Programs
319 News & Products
338 Product Mart
344 Advertisers Index
NOTE: See page 50
before typing In
programs
GUIDE TO ARTICLES
AND PROGRAMS
P/V/64/AT/T1/A/C
V/64/AT
AT/V/64
V/TI/64/AT
AT/V
P/V/64
AP/64/V/AT/C
P/V/64
AT
Tl
V/64
AT
P/V/64
AP
P/V/64
V/64
AT
64
AT
V
64
AP Apple AT Atari, P PET/
C8M,V VIC-20, C Radio
Shack Color Computer, 64
Commodore 64, TS Timex/
Sinclair, Tl Texos instru-
ments, "AJt or several of the
above.
COMPUTE!" Publicationsjnc.®
A SuDiidiOrv Of American ^roodCQSfirig Corrpt!fn-5 ff ^^^
TOLL FREE Subscription Order Line
800-334-0868 (In NC 919-275-9809)
COMPUTE! The Journal ioi Progressive Computing (USPS: 537250) is published 12 limes each vear hy
COMPUTE! Publicntions, Ini;., P.O. Box 5406, Greensboro, NC 27403 USA. Phone: (919) 275-9809. Editorial
Offices arc located al 505 Edw.-irdia Drive, Greensboro, NC 27-109. Domestic Subscriplions: 12 issues, $20.00.
Send subscription orders or change of address (P.O. form 3579) to Circulaliiin Dept., COMPUTE! Magazine,
P.O. Box 5406, Greensboro, NC 27403. Second class postage paid at Greensboro, NC 27403 and additional
mailing offices. EnlJTe contents copyright © 1983 by COMPUTE! Publications, Inc. All rights reser^'ed. ISSN
0I94-3S7X.
EDITORS NOTES
Our thanks to those of you
who recently participated
in our subscriber survey. Initial
results are being reported now,
and we'll share some of those
with you. One of the number sets
of most interest to me was spouse
readership. This industry has
quite typically been reflected in
readership studies as a predomi-
nantly male audience. While this
is accurate, we have maintained
that, as a "family" oriented maga-
zine, we have a high degree of
family/spouse participation in
computing and compute;. We sus-
pected that, in addition to the
seven or eight percent female
readership that would show up in
response to a normal question,
analysis of family utilization
would show far more general
involvement. We're pleased to
report that this is, in fact, the case.
In COMPUTE! families, we dis-
covered that 29 percent of
spouses regularly read compute!.
Further evidence that our in-
dustry is turning into a truly
broad-based consumer com-
puting marketplace.
Here are some of the other results
of the survey that we think youll
find of interest:
Aee %
How do you use your personal
computer? (Check all that apply)
You Spouse Children
85.6%
61.6%
75.4%
Recreation and
Games
42.2
22.7
3.6
Education for
Adults
16.0
8.5
59.7
Education for
Children
60.6
22.3
1.5
Personal
Business
60.8
24.7
5.4
Other Home
Applications
27.4
7.4
0.5
Company
Business
under 28
25.7
29-35
26.9
36^3
26.6
over 44
20.8
And finally, 97.5 percent of you
own one or more personal com-
puters. Our survey showed the
true depth and breadth of our
readership. For example, note the
variety of uses in the chart. It's
obvious that home computing is
far more than simply playing
games.
Random Bits:
Given the recent acceleration of
rumors, well be quite surprised if
IBM hasn't announced their new
home computer by the time
you're reading this .... While
avoiding the various issues of
rights/wrongs, Kathy Yakal's ar-
ticle on nonviolent gaming in this
issue presents a variety of inter-
esting thoughts on the subject of
violence and nonviolence in
gaming. It's a good article and
shows a bit of the depth of
thought that people in our indus-
try are putting into one aspect of
our collective future. As always,
we're interested in your feedback
on the topic.
Next month, among other things,
we'll have an article sharing in
more detail the results of the sub-
scriber survey.
Robert Lock, Editor In Chief
Important Notice
We anticipate that by early
spring we may begin to make
our subscriber list available to
carefully selected marketeers. If
you wish to have your name
withheld from any non-
COMPUTE! mailings by vendors,
please send a note, with your
mailing label attached, to:
COMPUTE! Customer Service
P.O. Box 5406
Greensboro, NC 27403
Attn: Mailing List
Please remember to indicate in
your note that you do not wish
your name included in any
non-coMPUTE! mailings. We will
be happy to keep your name
off the list, and will continue to
respect your privacy.
6 OOMPUrt! October 1933
liUDO
I
29.95
Feel like a devil today? Better adjust your halo. Start the
ignition. It's up to you to decide.. . Okay, hit the
accelerator. You can be the ultimate speed demon or put
wings on your wheels! There's a pedestrian now... will
you go for speed, no matter what pedestrians are in the
way (for the devilish points)— or be an angel in a
challenging obstacle course? The heavenly points may get
you to heaven, but the devilish points may get you
to... well, better make your decision— the time clock is
running!
29.95
So your svyeet tooth has gotten out of hand ageun? Well,
this time the sheriff is after you and he's no sweetheart.
There he is now! Quick! Grab all the candy in sight and
dive for the doorway! Don't look now, the doors are
rotating... better be good at getting out of sticky
situations, 'cause if you hit the wall you're stuck with it!
There's plenty of candy here and many more levels to
cross, so get on the move, sugar! „
Aimllahle at finer Software
Stores everywhere.
OR CALL (213) 501-5845 FOR THE NAME OF YOUR
LOCAL DEALER OR DISTRBUTOR.
-y^Oi-'-^^l
10902 Riverside Drive / North Hollywood, California 91602. (213) 501-5845
e COPYRIGffrHl3!OSgSTWaBCPG*SPEED RACER AND CANDY BANDIT ARE TRADEMARKS OF CHRIS WARLING UCENSED TO T&F SOFTWARE
COMMODORE 64» IS A REGISTERED TRADEMARK OF COMMODORE COMPUTER, INC.
^^mm'
^3^^^
PuWisner
EdJtof-ln-Chief
hjblisher's Assistant
GaryR IngersoH
Roberl C Lock
AJiceSWo+fe
SeniOf Editor
Managing Editor
Assistont Managing Edifw
ProducHon Editor
Features Editof
Tec tinicdf Editor
Program Editor
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Richard Mansfield
KothleenE-Morlfnek
TonyRo&erts
GailWclkef
TomRHoHtiill
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DonCcrmichoel
Lance Elko
Juonita Lewis
KathyYakol
PatrtckPafristi
Gregg Peele
JqnattionByrd
Doie McSone
Vfcki Jenr^ngs
LouroMacFoctden
JulJoFileming
aecky Ha II
Sarah Johnston
Linda Stiow
Jim Buttertteid,
Toronto, Canada
HorveyHerrnon,
Greensboro, NC
Contributing Editor
Fred D'lgrx^^O.
2117 Carter Rood. S.W.. Roonoke, VA 24015
David TlTomburg,
PO. BoK 1317 Los Altos. CA 94022
Bill Wilkinson
COMPUTEl's Book Division
Editor
Assistant Editors
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Artist
Orson Scott Card
Stephen Levy
Gregg Keizer
Carol Eddy
Janice Fory
ArtDrrector/ProductionMonager GeorgioBikosDovis
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Irmo Swain
DePottef
Leslie Jessup
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Terry Cash
Debi Thomos
Harry Blair
Todd Heimorck
Coming In November
Special
Telecommunications
And Peripherals Issue
Including:
How To Get Started In
Telecommunications
Buyers Guide To
Modems
Programs For Your
Commodore Modems
Alptiablast
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AL DALTON
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i?Obert C. Lock. Chiel Enecutrve Officer
Gaiv R. Ingersoll. President
W. Jeriv Dov. Vice President of f inonce
James 1^, Huist, Comptroller
Sonia Wtiltesell. Executive Assistont
Debi NosJi. Assistant
n^» h° ""Jl^^^'fe*^ '1°"°"^ ^°^ °" nioteriols submitted to COMPUTEI are original material with full
^^i.n^^J'f^ '*'''^^"' '" r"^ °V'^°'=- ^^ ='^b"iitting articles to COMPOTE!, authors acknowledge tho
such mafenals, ijpon occeptance for publ-cation, become the exclusive propertv of COMPOTE' Pubica
fions. Inc. f^o portion of th.s magazine may be reproduced .n onv form without written permission from the
publisher Entire contents copvright K 1983, COfVIPUTEl Publications. Inc, Rights to programs developed and
submitted bv authors are explained in our author controct Onsolicited maferidls not accepted for publico -
t!on in COMPUTE! will be returned if author provides a self-addressed, stamped envelope Programs (on
tope or disk) must accompony each submission. Printed listings are optional, but nelpful. Articles should be
furnished as typed copy [upper- ond lowercase, pieose) v/ith double spacing. Each page of your article
should iDear the title of tfie article, date and name of the author. COMPUTEI assumes no liability for errors in
articles or advertisements. Opinions expressed by authors ore not necessarily those of COMPUTE!.
Pft. C8M, Vk;-20 ond CcxTVTioaofe 6J ate froaematia of
Commodore Business Mochjnei Inc. ond/o* Comrriodore Eieclranca Ltrntred
Apple IS a TtodfliTXjrV or AppJe Compuler Company
ATAffl (S a tiodtjmark ol Atari. Inc
TJ99/4A 14 c rrodematk el texoi lns1T\jment!. Inc
IJodio Shock Cotoc Computer iia Irodemo!^ or land/, inc
8 COMPtltEl October1953
WordPro 3 Plus/64'
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READERS' FEEDRACK
The Editors and Readers of COMPUTEi
Using An Electric Typewriter As A
Printer
After reading an article in the June COMPUTE!, "How
to Buy the Right Printer," several readers were in-
trigued by the possibility of using an electric typewriter
as a printer for their computer. Altliough xve cautioned
that mi electric typeivritcr may not be fast or durable
enough to tolerate continuous typing, there are several
interfaces on the market which let you connect your
computer to an electric typezoriter.
Some modern daisywheel typewriters have an RS-
232 serial port, so (assuming your computer can talk to
RS-232 devices) if you have the proper cable and software
you can attach your computer directly. Other companies
manufacture overlays that "press" the keys for you, or
have you open up the typewriter to install solenoids
which activate levers inside the typewriter. Still another
company claims to have a device that converts "computer
language" to "typewriter language," but only for cer-
tain models. With the price of even letter-quality printers
dropping below $400, hoxveiier, you loill have to consider
tvhether or not you want to risk modification of your
typewriter which could void its warranty or service
contract.
Storing Scriptor And Video 80
On Ttie Atari
In your April issue, you published two interesting
Atari programs, "Scriptor" and "Video 80." Here
are a few questions. How many pages can you
store in a 48K Atari 400 when using Scriptor with
8K BASIC? What is the memory required for Video
80? Can Scriptor and Video 80 be merged, and, if
so, what changes would have to be made?
In our July 1983 Issue, we inadvertently used
the name "Castle Quest." The publication of
this article is in no way intended to cause
confusion with the commercially available
product called "Castle Quest" by Michael S.
Holtzman and Timothy Baldwin. In the
future, we will refer to it as "Castle Search."
On another subject, how would I "hook up"
an Epson MX-80 series printer to my 48K Atari
400 with or without the Atari 850 interface?
Ed Hallinan
Scriptor adapts itself to either 24K, 32K, or48K and
will display the number of lines free when you first run
it. Each line is 38 characters. Since a printed page
(double-spaced) takes about 30 75-column lines, just
divide the "lines free" by 15 for a rough estimate.
Video 80 requires about 2Kfor the driver routine
and another SKfor the high-resolution GRAPHICS 8
screen. Due to this, there is not enough memory left
over in a 40K or 48K to let you store the programs and
text.
You can attach almost any Centronics parallel or
RS-232C serial printer to the Atari via the Atari 850
Interface Device. The new AtariW25 80-column printer
does not require the 850, however.
Fine Tuning Ttie VIC's Audio And Video
For those who might be having trouble with
the picture and sound on their VIC-20, I have a
solution.
It is essential that the sound and picture be
adjusted properly in the RF modulator so that
they are synchronized on either Channel 3 or 4.
The computer is sold with the audio and video
signals adjusted for one particular TV model.
This may not work well on yours.
To make adjustments for your TV, carefully
follow these steps:
1. Turn the computer off and the TV on.
2. Turn off the AFT (Automatic Fine Tuning)
switch on the TV (if your set has one).
3. Adjust the fine tuning knob on the TV to
the middle range of that channel. Don't worry if
the picture is partly fading or the sound is distorted
at this point.
4. Open the RF modulator very slowly and
carefully. Be sure your pozoer is off. Remove the
casing screw and slowly lift the cover.
5. Turn on your power for the computer.
6. There are two holes which have screws in
the metal casing. The one closest to the channel
selector switch is the video signal. The other is for
audio (see figure). Using only a small nonmetallic
screwdriver, adjust the video signal until the TV
10 COMPUTE! October 1983
\
.^L.
A.
The Commodore 64" is one
of the most exciting home com-
puters in memory.
But memory isn't the only
thing that's exciting about the 64.
Because Tronix is here.
Class act.
The people who have been
bringing out the best in the
VIC 20™ (and Atarif too) have
graduated to the Commodore 64.
Which means that now you
can enjoy fast action, complex
strategies, interesting characters,
superior sound effects and chal-
lenging, play patterns.
Just like VIC 20 and Atari
owners. Only faster, more com-
plex, and more challenging, too.
More memorable, in other words
In a class by ourselves.
Of course, if you'd rather not
take our word for it, you don't
have to, The experts at Electronic
Games have called K\6 Grid for
Atari "one of the most compul-
sive, utterly addictive contests in
the world of computer gaming."
They haven't seen any-
thing yet.
kinetic android, leads
a frustrating life.
All he wants to do is build his
circuit boards and go with the
flow. But things keep getting in
the way.
Nohms — a negative influence
— bug him constantly. Flash, the
lightning dolt, disconnects every-
thing in his path.
And the cunning Killerwatt is
out to fry poor Edison's brains.
You'll get a charge out of this
one. And a few jolts, too!
(Suggested retail $34.95)
T^
■■■jMiiin iwi ijiiiifii III \ ^A;
\
\
Connecting the
dots on our colorful
grid stiould be easy, right?
Wrong, Because the bullies
are in hot pursuit!
Squashface.Thuggy, Muggy
and Moose are their names.
And you are their game. And
what's more, they're faster than
you are.
But you're smarter. And you
control the stun button.
So keep your eyes peeled for
the mysterious question mark
and don't slow-down at corners!
(Suggested retail: S34.95)
risked their irves
to find the enemy's secret
headquarters.
Now you're risking yours to
destroy it.
And they know you're coming.
As you fly over water and
across hundreds of miles of
unfriendly territory, the action is
thick, fast and three-dimensional.
Fighter aircraft. Surface-to-air
missiles. Helicopter gunships,The
attacks come from every direction.
Even from behind.
i
(Suggested retail: $34.S5j
8295 South La Cienega Blvd., Itiglewood, CA 90301
VIC 20' and CommodOfe 64 " are trademarks ol Comriiodore Electronrcs Lid
Alan' hs a Tiegis!e<'ed trademark of Alan. Inc.
TM
picture is crisp and sharp. This acts like another
fine tuning knob. Check the other channel and
make sure it is in the middle of the RF signal range
by adjusting the fine tuning knob on your TV.
7. Adjust your TV volume to about one-half.
Now adjust the audio signal level in the RF
modulator until a quiet, clear sound is heard on
the TV.
8. Make sure that, on the other channel, both
audio and video signals are perfectly adjusted.
9. Turn the computer off and replace the cover
on the RF modulator.
RF Modulator
Jack Connected To TV [
Mark Kormendy
We tried your suggestions and they work very well
indeed. However, we do not advocate hardumre modifi-
cations except token performed by qualified, experiejiced
technicians. Readers should be extremely carefid when
making internal adjustments on any electrical compo-
nent. Also, tampering with the RF modulator will void
your warranty. (Later versions of the VIC RF modulator
may not have the adjustment screws.)
We tested this also on the internal RF modulator
in the 64 but found no appreciable difference in screen
or audio quality. If we hear of anything significant on
this, we'll publish it in a future issue.
TRS-80 Equipment Needed
I represent a nonprofit, charitable organization
which uses TRS-80 Model I equipment in virtually
every aspect of its affairs. We would be grateful if
your readers would consider contributing addi-
tional Model 1 equipment: keyboards, expansion
interfaces, drives, and printers would be welcome.
AH contributions would be fully tax-deductible,
since we hold "public charity" status with the IRS.
If you are in a position to make such a con-
tribution or would like more information, please
drop me a note or call me (collect, if you like) at
(617)495-9020.
Dr. Robert Epstein
Cambridge Center for Beliavioral Studies
II Ware Street
Cambridge, MA 02138
PET To VIC Or 64 Transfers
In connection with your article on merges in the
14 COMPim! October 1983
June 1982 issue of COMPUTE!, I stumbled onto
something which 1 have never seen reported,
although something so simple must have been
noticed by someone else. I tried loading programs
recorded on a cassette on my PET (Original ROM
from 1977) into my new Commodore 64. 1 found
that the program appeared to load and would
apparently list OK. However, it would not RUN,
and one could not list individual lines or groups
of lines. Also, on closer examination of the listing,
I found that the first line of the original program
was missing, and in its place was a 4 or 5 digit
number.
I found by experimenting that I could convert
the program as loaded into a normal program by
a very simple procedure. I started a LIST, but
stopped it (with the STOP key) while the tirst line
was still on the screen. I then positioned the cursor
first over the number which had replaced the first
program line, then executed a RETURN, and then
a second RETURN when the cursor was over the
second line (which now appeared to be the first).
After that, the program could be edited and RUN
normally (after replacing the first line, if neces-
sary). I have now used this procedure to transfer
a number of programs from my 1977 PET to the
64, but put a line like:
10 REM JUNK LINE
at the beginning of each program before recording
it on the PET. You and others are probably familiar
with this, but I have not seen it anywhere, it is a
very simple way to transfer programs from one
system to the other. I presume this would also
work on the VIC-20, and I intend to try this as 1
also do some programming on a VlC-20 at a school
for handicapped children.
Myron T. Kelley
fim Butterfield replies:
Your letter draws attention to something that is not
well known. The very first Conunodore computers - the
"Original ROM" PETs - saved programs in a slightly
different way from all subsequent Cotnmodore
machines.
It worked this way: just before the beginning of
your BASIC program there is always a value of zero in
memory. This is still true, even in VlCsand Commodore
64s. But the first model of PET saved programs in-
cluding the zero. All subsequent Commodore machines
saved only the program - not the zero.
This meant that early PETs saved programs with a
Load address of 1024; and that all subsequent PET/
CBMs saved with a Load address of 1025. On the PET/
CBM computers, this made little difference: programs
did not relocate, and were loaded back to the right place.
With the arrival of the VIC and the Commodore 64,
however, programs became relocatable; and these neiv
machines did not expect the extra zero. Result: a con-
fused first line.
THE BEST REASON FOR HAVING A HOME COMPUTER.
Your children. That's why we created
the Early Games series for them. We're
educators as well as computer special-
ists. We create games that teach
children important skills.
There are five programs in the Early
Games series. Early Games for Young
Children is a set of nine entertaining
activities for children 2V2 to 5. They
can work with numbers and letters and
create colorful pictures. Matchmaker
uses shapes, sizes, directions and
colors to help children develop reading
readiness skills. Children ages 5 to
12 can learn to play melodies with Early
Games Music Our Piece of Cake turns
math problems into, well, a piece of
cake. And Fraction Factory takes the
work out of fractions.
Early Games feature multiple
activities, easy to use picture menus,
and colorful graphics. The games
are fun, children love to play them! Thafs
why they learn from them.
And they're the best reason for having
a home computer.
counterpoint software inc.
The easiest way to fix up this problem is to LOAD
them to any newer PET/CBM and then SAVE them
once again. The zero zvill be dropped and everything
will become compatible.
Timex/Sinclair Compatibility Problem
I own a Sinclair ZX81 computer and a Memopak
32K RAM. I recently purchased a Timex/Sinclair
2040 printer, and I am unable to get the com-
puter to work with the Memopak and the printer
attached.
The Memopak works fine with the computer
alone or with the Sinclair 16K RAM, and the
printer works with the computer and with the
Sinclair 16K RAM. However, the computer will
not display its cursor when the Memopak 32K
RAM and printer are both attached.
Can you tell me what's wrong?
Paul R. Harrison
The TimexiSinclair 2040 printer is not compatible with
Memopak for some utibwwn reason. Memotech, man-
ufacturer of Memopak, is investigating. Contact them
directly for further information. As you have noted, the
Memopak works venj well with the ZX82 -and with
the proper interface, works well with a wide range of
printers.
Apple Programs For Commodore
I would like to know if Apple programs can be
loaded into the Commodore 64 from disk or tape
and vice versa?
Anthony Tutter
We have published two articles on loading Apple pro-
gram tapes into the PET and vice versa. The same pro-
cedures which work on the PET should also work on the
Commodore 64. These articles are "Feed Your PET
Some Applesoft" in COMPUTEI's First Book of PET/
CBM and "Load Commodore BASIC Program Tapes
Into The Apple IT' in COMPUTE! (April 1983).
Some commercial software is available for loading
64 programs from disk into the Apple arid vice versa.
PET Monitor Printout
I am an avid user of the PET machine language
monitor, but I have never found a way to direct a
hexadecimal dump to a printer. Is it possible to
do so or am I wasting my time? Please help!
Michael Silano
For 4.0 BASIC PETs, you can print the output by typing
X to exit to BASIC, then type:
OPEN 4,4: CMD 4: SYS 54386
then type the monitor command M. For example, if you
wanted a printout of the hex numbers between 0400
16 COMPUTE! October 1:983
and 0420, you ivould type:
.M 0400 0420
For Upgrade PETs, you can use the above, but
just SYS to 4 (the way you'd ordinarily enter the
monitor).
However, the easiest way to control the printer
(and many other aspects of machine language pro-
gramming on the PET) is a "monitor extension" pro-
gram, "Micromon," published in COMPUTE! (January
1982). It's an excellent tool for machine language pro-
gramming. It's available for $3 from COMPUTEl's Back
Issues Department.
Conserving Your Computer's Power
I have a VlC-20, and 1 want to know which is better
for the computer - to leave it on constantly or
shut it off when you are done using it?
Bob Weber
This is debatable. Some would say that the initial power
surge when turning on a computer is actually more
damaging to the electronic components than leaving it
on continuously . On the other hand, most electronic
parts have a definite life span, and leaving the computer
on 24 hours a day could shorten the overall useful life of
the cojjtputer.
Commodore has recently changed the power
supplies of both the VICIO and the Commodore 64.
Some of the new power supplies (especially those with
the 64) seem to run someivhat hotter than previous
production models. This tips the balance, at least in the
case of these machines, so we recommend that you turn
off a VIC or 64 and even unplug the power supply after
each use.
A New Atari Graphics Mode?
I have been programming with my Atari 400 for
almost a year now and have had a lot of fun with
it. And recently, 1 have noticed advertisements in
magazines about programs written in graphics
mode 7.5. Is this a new graphics mode? If so, what
does it and the other ".5" modes have over the
others or GTIA?
David Brundage
There are no ".5" modes. GRAPHICS 7 is a 4-color
mode with a horizontal resolution of 160 and a vertical
resolution of 96. GRAPHICS 8 is the high-resolution,
oiu'-color (except through artifacting) mode with a res-
olution of320h X 192v.
Built into the ANTIC chip is another mode that is
not supported by the 400/800 operating system. It is a
four-color mode with a resolution ofl59h x 192v, the
same iKrtical resolution as GRAPHICS 8. Since it is
"halfioay" between modes 7 and 8, it has been called
GRAPHICS IVj or GRAPHICS 7.5. You can turn a
GRAPHICS 8 screen into this neiv mode by replacing
Have \bu Read The Reviews
On Our New AtariWritef ?
w
their hands
iiurea.
, ATARI has a hit on
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Word Processor.
Tr^' it, be jOLir own critic. Use new
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conesponcience, school papers, commit-
tee reports, mailings
One special feature: you can coirect as you
wiite, instantly, without s^\^tching back and
fordi between Create and Edit modes.
You can move entire paragi^iphs.
Search and replace. Even restore text you've
just deleted, with our memoiy buffer.
You can change format instantly, and
view on-screen at full printer widtli.
pre\iew
Our advanced ROM-based cartridge Print extra copies for your records.
technology means you can use it on any
ATARI Home Computer (even 16 K). It
also lets you choose between cassette and
disk storage systems.
Easy to learn and to use. '"fet," sa^
ANALOG Magazine, ' 'as your uses for
word processing grow, (you'll employ) its
more advancecffeatures.' '
^'^.
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Menu driven, with helpful prompts
ATARI HOME COMPUTERS
%^A Warner Communications Company. © ma Aian. j
As ANTIC Magazine concluded,
new Atari Writer is "clearly
superior on price and
performance to
Text Wizard
and the
ATARI Word
Processor."
At Atari dealers
/i^
Inc. AH rights reserved.
all the 15's and 79's in the display list with 14'$ and
78's. (The hexadeciiital code for the number 14, which
is this mode's ANTIC number, is E, so GRAPHICS
JVz is sometimes called GRAPHICS E.) This will do
the trick:
10
2 0
30
GRAPHICS S+16:DLIST = PEEK(560:'+25S
*PEEK (561 ) +4
FDR I=^-lTO2-g0: A = PEEK ( DLIST+ I ) : IF
fi=15 OR A=79 THEN POKE DLIST+I.A-
1
NEXT I: POKE 8 7,7
If you want a text -window, just remove the "+16"
from line 10. The POKE on line 30 fools the operating
system into thinking that you are in GRAPHICS 7.
This lets you use only the top half of the screen with
BASIC PLOTS and DRAWTOs, since the OS considers
vertical numbers greater than 95 to he in error for
GRAPHICS 7. The Atari 1200XL and all the new
600XL, 800XL, 1400XL, and U50XL computers fully
support this mode in the operating system and BASIC.
Sprites, SYS, And Storage On The 64
I have several questions about the Commodore 64:
First of all, I know you can check if a sprite
has hit a background character by PEEKing
(V + 31) when V = 53248. Is there any way to find
out what kind of character it hit?
Second, 1 have seen many programs which
read: 10 SYS(X). How do they do this? Using
Commodore's assembler package, you must load
in the machine language program off the disk.
Last, where is there room to insert machine
language programs in memory other than COOO -
CFFF (49152 - 53247)?
Matthew Price
The sprite-to-hackground collision detection byte
(53279) is set up to be a "toggle" switch; in other words,
it registers an off/on condition (collision or no collision).
It does not offer the option of telling you what character
the sprite collided with. Hozuever, you can program
this option for yourself . For instance, after a collision
has been detected you could branch to a subroutine that
-would convert the affected sprite's position to its screen
position, and then perform a simple PEEK to see what
character it hit.
The SYS command is used to start a machine lan-
guage program running. When, in a BASIC program,
you see a statement such as 10 SYS XXXX, the progran
is simply branching to a machine language routine
much the same way that a pure BASIC program would
branch to a BASIC subroutine via the GOTO or GOSUB
command.
Commodore's machine language assembler is stored
on disk. Like BASIC, machine language programs may
be stored on either tape or disk and, once LOADed (by
the LOAD command, or via a BASIC loader), it may be
called or branched to at any time by the SYS command.
18 COMPirrei October 1983
There are many places for you to safely place your
machine language programs. Besides the obvious BASIC
programming area (2048 to 40959), there are other
good locations available: $02A7 to $02FF (decimal 679
to 767, 89 bytes), $033C to $03FB (decimal 828 to
1019- the tape cassette buffer - 192 bytes), and, as you
mentioned, $C000 to $CFFF (decimal 49152 to 53247,
4096 bytes).
Can An Atari VCS Run 400/800
Programs?
I just heard that a keyboard will be coming out for
the Atari 2600. Are programs from Atari 400/800
compatible with this sytem? Do they have the
same programming language, not software?
Frank Martone
Atari's new add-on cotnputer keyboard , previously
called "My First Computer," has been rechristened
(with a few keyboard changes) as "The Graduate. " The
add-on module comes xvith a version of BASIC that is
more like Microsoft BASIC than Atari BASIC. The
Graduate was designed independently of the home com-
puter line, so although some of the graphics are similar.
The Graduate has no more in common -with the 400/800
than it has with a Commodore VlC-20.
Atari (Machine Language Graphics
1 own, an Atari 400 and would like to know how
to change graphics modes in machine language.
Also, I'd like to know how to change the back-
ground colors in the GTIA modes.
Bim Feysteryga
All the graphics routines you find in BASIC
(GRAPHICS, PLOT, COLOR, DRAWTO, etc.) can
be accessed from the operating system. Refer to Bill
Wilkinson's "Insight: Atari" in the February 1982
issue. For complete information on the GTIA, you will
find a series of illuminating articles in COMPUTEl's
First Book of Atari Graphics.
The background color in GTIA modes 9 and 1 1 is,
as usual, in color register four (SETCOLOR 4, POKE
712). In mode 9 you can only control the color, not the
luminance, and the reverse is true for mode 11. The
background color in GTIA mode GRAPHICS 10 is
controlled by memory location 704. POKE it with the
color multiplied times 16 and then add the luminance.
Instead of SETCOLOR n,4,6 use POKE 704,4*16 + 6.
COMPUTE! welcomes questions, comments, or
solutions to issues raised in this column. Write to:
Readers' Feedback, COMPUTE! Magazine, P.O.
Box 5406, Greensboro, NC 27403. COMPUTE!
reserves the right to edit or abridge published
letters. ©
'*»'Si
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Computers And Society
David D Thornburg. Associate Editor
That's Not A Program, That's A
Language
In the wild and woolly early days of personal
computing (the late 1970s, to be exact), one of my
favorite sayings was "That's not a game, that's a
simulation!" Implicit in this saying was the idea
that games were somehow not worth spending
time on, but that the same piece of software took
on extra value when viewed as a simulation.
A program to emulate a lemonade stand (in
which the player experimented with advertising,
pricing, inventory, etc.) could be viewed as a game
(see how much money you can make in the short-
est time) as well as a simulation (examine the effect
of advertising on sales). But as time passed, the
game/simulation controversy seemed to die away.
I have seen some recent developments that
point the way to new types of software. I am
speaking of application programs that are actually
computer languages. This "language aspect" is
sometimes so carefully hidden that it is likely the
programmers themselves may not realize all the
implications of their efforts.
This and next month's columns are devoted
to a description of a few such "languages." Those
of you who think computer languages are limited
to BASIC, PROLOG, Pascal, PILOT, Logo, and
the like are in for a surprise. I am presenting only
a very small sampling of these languages, and by
the time we are done you will be able to identify
many others.
Before giving examples, it might be a good
idea to list the essential elements of a language. A
computer language must allow the user to create
computer-based activities that are custom-tailored
to the user's needs. The language must have a
vocabulary and a grammar. The user should be
able to edit his or her program and to "run" it. All
the languages I will describe interpret the user's
programs and are highly interactive both in their
programming style and in the types of programs
that are created.
VisiCalc As A Language
VisiCalc (a product of VisiCorp) is an example of
what is called an "electronic spread sheet." This
program allows the user to create tables of data
and relationships between certain pieces of data.
As the data is entered into the spread sheet, cal-
20 COMPUn! October19e3
culations are made automatically to fill in the areas
of the sheet containing the "results." The ability
to play "What if?" games by quickly seeing the
effect of changes in the data has made VisiCalc
and its kin invaluable tools for today's computer-
using executive.
Electronic spread sheet programs are com-
puter languages.
If you tind this surprising, look at how they
are used. The user creates a "mask" for the spread
sheet (the program). This mask contains the labels
for the rows and columns of the matrix, the re-
lationships between data in the various entry
cells, and any fixed data that the program might
need. This mask can then be saved for later use,
or for use by someone other than the programmer.
A VisiCalc mask for tax forms, for example, can
be used by millions of taxpayers, each of whom
would enter his or her own data and let the spread
sheet calculate the results.
Interestingly, "programming in VisiCalc"
doesn't require a knowledge of anything like a
"normal" computer language. It doesn't matter if
you program the labels first, or if you create some
of the row and column relationships (e.g., making
the contents of each entry in column C the product
of the contents of each entry in column A and
column B) and then till in some data. The pro-
grammer has access to the whole program at once
and can try out bits and pieces as he or she moves
along. If writing programs in BASIC can be con-
sidered a "serial" process, programming in Visi-
Calc is a "parallel" process.
It is this radical departure from traditional
programming styles that makes VisiCalc inter-
esting to me as a language. Philosophers have
long maintained that what we think is influenced
by the choice of language in which we express
our thoughts. That many hundreds of thousands
of business people seem to be better "thinkers"
with the aid of programs like VisiCalc is testimony
to the power of this language.
Rooky's Boots As A Language
The Learning Company is well known for its high-
quality educational software and for its special
emphasis on the development of logical thinking
skills. Hidden among its application software
packages is a computer language called Rocky's
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Figure 1: or Gate Connected To Clapper Figure 2: Knife Cuts Clapper From OR Gate
mmmm iiiiiM piiiiiiH iiiiii
■ HI U
» >
* af
-M3I1D
—a::
m
^
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Figure 3: Clapper Replaced By OFF/ON Box Figure 4: AND Gate Connected To Machine
Stiown In Figure 3
iish*
BFFT — «-
1 I
■HIM3
5^
* *-
Figure 5: completed Machine In Use
.3^
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Figure 6:
The Machine Used To Identify Blue Triangles
(Solving A Problem In Logic)
24 COMPUn! October 1983
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Boots. This language assumes the guise of a pro-
gram designed to let the user solve logic problems
by building "logic machines." These logic
machines are, in fact, schematic diagrams con-
structed from AND, OR, and NOT gates, flip-
flops, wires, input sensors, and output devices.
Through a series of carefully staged exercises, the
user is taught how to use the program (or, as I
claim, how to write programs in the Rocky's Boots
language).
Interestingly, the construction of logic
machines (this is the programming task) can be
done without access to the keyboard by using a
joystick to pick up objects (program subroutines)
and interconnect them into a complete machine
(program). Incorrect connections can be "cut"
with a special knife (the editor). The only frustra-
tion I have encountered with this language is that
no provision was made for the saving of finished
"machines."
The figures show how a program can be
edited in Rocky's Boots (remember that a machine
is in reality the computer program you have
created). Figure 1 shows a machine consisting of
an OR gate connected to a clapper. One of the OR
gate inputs is a blue sensor, and the other is a
green sensor. The remaining items in the picture
are "spare parts" (i.e., subroutines available for
use). Suppose you want to change this machine
into a new one that will turn the word OFF to ON
if the green sensor is activated OR if both the blue
sensor is activated AND the cursor is touching an
input.
To modify the machine, the cursor (shown as
the large solid rectangle) is used to pick up the
knife shown at the bottom-left side of Figure I . In
Figure 2 the blue sensor has been cut, and the
knife is shown cutting the clapper from the OR
gate. In Figure 3 the clapper has been replaced by
the OFF/ON box, and in Figure 4 the AND gate
and some wires have been connected to complete
the new machine. Figure 5 shows what happens
when the machine is used and the proper condi-
tions are satisfied (in this case, both the blue sensor
and the remaining input of the AND gate are
activated).
Rocky's Boots is similar in many ways to Visi-
Calc. The user has access to the whole program at
once (it is a parallel environment), and the pro-
gram (the machine) can be tested as it is being
built. Of course, the application areas for these
programs are quite different from each other.
The machines created by Rocky's Boots are
designed to be used to solve logic problems. Figure
6 shows one such problem in which a machine
has been built to identify blue triangles.
One can argue that Rocky's Boots is a game,
a simulation, and a language.
No matter what it is called, it is a very powerful
piece of software.
Next month we will conclude this series with
the description of yet another powerful program/
language, Dancing Bear from Koala Technologies.
We will also discuss the potential impact of these
types of languages. ©
COMPUTE!
The Resource,
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26 COMPUTE! October 1983
RESTON
CLOSES
THE GAP
BETWEEN
ART
AND
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For the Atari 800 with 48k memory.
CONTEST!
For the best compuler
animotion sequence
created using Movie-
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Coast Computer Foire.
For more defoili, con-
tact Reston Publisliing
Company.
In Reston's new book. Genesis II, Creation
and Recreation with Computers, by Dale
Peterson, artists, writers and musicians use
computers to create new visions, new
sounds and new ways of expressing them-
selves, all interwoven with stunning illustra-
tions. With Movie Maker, an exciting new
progrom for the Atari « Home Computer by
Interactive Picture Systems, you'll learn how
to do these things yourself. You'll compose
scenery and shapes, then propel them into
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THE BEGINNER'S PAGE
Richard Monsfield, Senior Editor
Your First Useful Program
It doesn't take long. Soon after you buy a com-
puter, someone will ask what it's doing for you
that's useful. You've been learning to program in
BASIC, but what practical results have you got to
show for your efforts? The questioner might be a
friend or even someone in your immediate family,
someone you usually love.
Here's a program which can be used in dozens
of practical ways. It makes it easy to store and
analyze information. We all keep lists and records.
If you have a collection of something - recipes,
books, stamps, albums, whatever- you can enter
all sorts of information into this program and then
look things up later in a variety of ways. You can
ask for everything starting with the letter A,
everything on a particular topic, from a particular
country, or whatever specifications you want.
This type of program is often called a data base
manager. It's one of the most effective, impressive
applications for a personal computer.
How To Modify The Program
A similar program was published in this column
two years ago and proved popular. I received this
letter the other day:
/ would like to ask a favor. I have been using
your program "Searching Files" (November
1981) for some time, and very much ap-
preciate it. But I've tried without success to
add categories like 3. Publication, 4. Date. If
possible, could i/ou explain how to expand
the program to include additional categories?
Mel Leiseroivitz
That a programmer can make modifications
to a program is one of the most subtle, but pow-
erful, aspects of computing. Unlike other kinds of
tools, a given computer program can often be
radically transformed so that it can accomplish a
great variety of tasks. Let's take this program
apart, looking at each aspect of it, and then explore
how to modify it to include extra categories.
Data base management is frequently divided
into two phases: the manager program and the
actual base of data. A data base would be a list of
pieces of information, perhaps in alphabetic or
28 COMPUTE! October 1983
some other order, like the phone book. The data
base is often stored on a tape or disk, and the
manager program looks up information by opening
and closing files on the tape or disk. The second
phase, the manager program, can make all kinds
of lists for you; it can analyze the data base. For
example, if the yellow pages were on a disk, you
could write a program which would allow you to
ask highly specific questions. You might want to
know the phone number of all pizza shops within
a five-mile radius of your house. If the data base
included map information, the manager program
could give you the answer.
A Faster And Easier Way
This program, "The Filer," combines the data
base into the manager program in the form of
DATA statements, each holding an individual
record. The advantage of this is that you can add
to and modify the data easily, on screen. It's also
faster: the computer doesn't need to bring data in
from tape or disk. The program contains the data
already. The disadvantage is that your data base
cannot be larger than the amount of memory in
your computer. You should be able to find many
uses for this program, however. If your computer
has 32K of RAM memory, you can store detailed
information about all the articles in COMPUTE! for
any given year. If you want to start a data base for
a new year, you can simply use the program again,
with a new set of DATA statements. In our ex-
ample use of The Filer we'll start a cross-indexed
reference file of all COMPUTE! articles.
The program is designed to work on all com-
puters using Microsoft BASIC (Commodore,
Radio Shack, TI, Apple, etc.). If you have an Atari,
there's a version for your machine in COMPUTE!,
November 1981.
Let's go through the program to see how it
works:
Line Number
1 This lets the computer know the total
number of items in our data base. T= 10 because
we've got ten DATA lines in this program. The
data base starts at line 502 and continues to the
r
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TDK floppy disks are available in S'Aand S-inch sizes In
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^
pfe We just made
owning an Atari c^inpvtter
a lot more logical.
^?i
r
:5^;a^^'
Introducing the Rana 1000 disk drive. Itls a whole new game for Atari computers.
This two digit LED readout
displays a code that tells you
everything you need to know.
This switch tells you your
write protect feature is
keeping your information safe.
When Rana Systems introduced the Elite
Series of Apple® compatible disk drives, we didn't
know what a tremendous impact they would make.
It turned out to be a line so outstanding in perfor-
mance, styling, capacity, and price, that it instan-
taneously made us a major force in the market.
Well, needless to say, the response was so great
that we were forced to create the same highly ad-
vanced disk drive for Atari® A disk drive that when
coupled with Atari's computer, could perform
everything from accounting, financial planning,
and stock charting, to word processing, business
management, and letting you write your own pro-
grams. Plus, we made it simple enough for a child
to use, for learning anything from the alphabet to
a foreign language.
WDrking with a diskette
versus playing with a cassette.
Let's face it. The only reason Atari made a
cassette option to their computer was to make it
affordable. But now you don't have to settle for less.
Because now you can get a diskette for your Atari
computer which outperforms their cassette. With
Atari's cassette you only get half the functions of a
computer compared to what our floppy disk can
give you. Their cassette is not only limited in the
software available, but it also takes 20 times longer
to get the information you need. And Rana's disk
The remaining switches
provide readouts on density
storage, error status, and
drive number.
This switch, when you touch it,
tells you what track you're on.
drive offers twice the storage capacity of either
their cassette or disk drive.
Why even stylewise our new low profile design
not only looks 100 times more spectacular, but it
occupies 3 times less space. And our new Rana
1000 also gives you a piece of its mind every time
you use it, because our disk drive gives you informa-
tion as well as takes it. And we think that says a lot.
Ihe disk drive
that has all the answers.
Rana offers you a myriad of features Atari
couldn't even conceive of. Like five electronic func-
tions on the front panel that give you a LED read-
out when touched. Our disk drive tells you what
track you're on, and what density and how much
information you're storing. And, we have a write
protect feature which protects your diskette from
being erased. In fact, no other disk drive can
offer you that.
As you can see, it was easy to build a disk
drive superior to Atari's. Because for every reason
you buy a disk drive, Rana has superior technology.
The Rana 1000 disk drive. It brings your Atari
computer to a higher level of sophistication for a
price one third lower than Atari's. So your choice
shouldn't even be a matter of logic.
Just common sense.
iS
Always a step ahead.
21300Sup9rror Sireei, Chaiswonh, CA9131 1 213-709-S4a4. For dealer inlofmalion call loll
free 1-800-421 -2207. In Calilornia only call 1 -800-262-1 221 . Source Number; TCT-654
• Apple is a registered trademark of Apple Computer. Inc. » Atari is a regisiBrod trsOemark o( Man, Inc.. a Wanwr Cofninunications Company
end of the program. If you add 400 more DATA
lines, you should change line 1 to read: T = 410.
2 Since reading a large data base might take
some time, this statement appears on screen to let
the user know that the computer is busy and will
return control to him or her shortly.
3 Here we DIMension the three variables
which will be holding our data. These tens, too,
would need to be changed to 410s if you added
400 more DATAlines.
10 The computer assigns a special variable
name to each item of data by READing through
the entire list. We've got three categories per rec-
ord. A$(? - whatever I = during the READing)
will be topic identification for the COMPUTE! articles
in our data base. B$(?) will contain the issue
number and the page number. C$(?) holds the
author name.
15-45 Here the computer gives us a choice. We
can look things up either by topic or by author.
50 We now make our request. If X = 1 (see line
35), then we're after the author so we're sent down
to line 70, which searches through C$( ). If not,
we proceed to line 55 for a search of A$( ), topics.
Lines 55-65 and 70-80 are identical searches, except
one looks at C$( ), the other at A$( ). Since they're
the same, we'll just examine the interesting
pattern-matching technique where it appears the
first time, in line 60.
60 This is the heart of the program. It's the
trick that lets you look things up without knowing
their exact names. It also makes possible varying
depths of specificity. If you add a data line: 522
DATABASIC MEMORY SAVING, you can then
request anything from B to BASIC MEMORY SAV-
ING and this item will show up on the list. If you
request matches to BASIC, you'll get this one and
line 510. If you request BASIC MEMORY, line 510
will be ignored.
How does it work? N$ is the word or words
you entered (line 50) and to which you want all
matches. A$(I) will scan through the entire data
base "topics column." For a match to take place,
only the leftmost part of A$(I) needs to match N$.
Z does this for us; it's the length of N$ (see line
50). That is, we're looking for matches from pieces
of A$(I) only as big as N$. So, you type in your
topic DATA with this in mind. Enter each record
so that the first word is the most general, the sec-
ond more specific, etc.
85 This subroutine prints out any matches
which are found. It contains descriptions of the
categories. There are a number of ways to format
such things. You might prefer, for example, to list
the category titles only once, at the top of the
screen, and then list everything in columns un-
derneath them.
Expanding The Categories
As you can see by following the changes suggested
in Programs 2-4, some minor structural modifica-
tions are necessary to make Program 1 handle a
fourth category. Computer brand. However, it
would be simple to add a fifth or more categories
to this new version.
One thing to watch out for: the READ state-
ment doesn't care what data is on a given DATA
line. It reads things verj' literally and checks for
commas (or the end of a line) to tell it that a par-
ticular item has ended. So, if you get odd re-
sponses such as EDUCATION when you're asking
for author names starting with E, or an OUT OF
DATA ERROR - you've probably left out a comma
somewhere in the DATA lines. Also, your DATA
lines will be longer with this new, four-category,
version of The Filer. They'll now look something
like this:
520 DATALANGUAGES PILOT,1/40,THORNBURG,VIC
If you have any questions or topics you'd tike to
see covered in this colunui, write to "The Beginner's
Page," COMPUTE'. Magazine, P.O. Box 5406,
Greensboro, NC 27403.
Program 1: The Filer
1 T=10:REM{8 spaces} TOTAL NUMBER OF
ITEMS OF DATA
2 PRINT"{3 SPACES}READING{5 SPACESJCOMPU
TE!{5 SPACES }DATABASE
3 DIMA$(10) ,B${10) ,C$(10)
10 F0RI=1T0T:READA$ (I) ,B$ (I ) ,C$ (I ) :NEXT
15 PRINT:PRINT"SELECT A CATEGORY" : T$="TO
PIC"
20 PRINT"{4 SPACES}!. AUTHOR
25 PRINT"{4 SPACES}2. SUBJECT
30 K$="":GETK$:IFK$=""THEN30
35 X=VAL.(K$) :IFX>2THEN30
40 IFX=1THENT$="AUTH0R'S NAME"
45 PRINT"{3 SPACES}PLEASE ENTER "T$
50 INPUTN$:Z=LEN(N$) :IFX=1THEN70
55 FORI=lTOT
60 IFN$=LEFT$ (A$ (I) ,Z ) THENG0SUB8 5
65 NEXTI:G0T015
70 F0RI=1T0T
75 IFN$=LEFT$ {C$ (I) ,Z ) THENGOSUB85
80 NEXTI:G0T015
85 PRINTA$(I) ;"...IN ";B$(I);" (ISSUE#/P
AGE), WRITTEN BY "; C$ (I ): RETURN
498 REM
499 REM
500 REM *** TOPIC OF ARTICLE — ISSUE/PG
— AUTHOR ***
502 DATABUSINESS, 1/4, SAWYER
504 DATAS0RTING,1/7,HUL0N
506 DATAWORDPROCESSORS , 1/13 , LINDSAY
508 DATASCIENTIFIC INSTRUMEHTATION , 1/24 ,
BYRD
510 DATABASIC TOKENS , 1/29 , HERMAN
512 DATAMODEM,1/30,TULLOCH
514 DATAA-D CONVERTER , 1/31 , HERMAN
516 DATAML MEMORY TEST , 1/32 , MOSER
518 DATAEDUCATION,l/34,BARRETTE
520 DATALANGUAGES PILOT , 1/40 ,THORNBURG
32 COMPUTE! October 1983
HERE'S S.A.MJ
PUT HIM IH YOUR
DISK DRIVE AHD YOUR
COMPUTER TALKS.
S.A.M. is the Software Automalic Mouth"*,
by Don't Ask Software — a complete speech
synthesizer on a disk. S.A.M does what
hardware speech devices do. and more —
without the high price.
• Natural-sounding speech
~ Variable pilch, speed, inflection
English text-lo-speech conversion
• Easy to use in your programs
FOR COMMODORE 64, ATARI,
APP1EII+, He COMPUTERS
From your software dealer.
Bug. retail prices: C64, Atari versions $59.95.
Apple version includes d/a card: $124.95.
D®nT ASKI
COMPUTER SOFTWARE
2265 WestwcxxJ Bl.. Ste. B-150. Dept. C
Los Angeles, CA 90064. (213) 477-4514.
ProgianKTed Dy Marti Oanon. essBS Doni A* flia'i C64
conveiaons by Hodeit Freedman. Mac Lindsay respectiuely. c I9K.
1963 Daii Ask Commodoie 54. Alan. Apple II + and lie are irade-
niarks oi Caivnodore Bisness Madwtes Inc . Alan inc.^ni
Apple Compijiei Inc . reapeclively.
(C»C),
6
Program 2: Change These Lines
3 DIMA$(10),B$(10) ,C$(10) ,D$ (10)
10 F0RI=1T0T:READA$(I) ,B$ ( I) ,C$ (I ) ,D$ (I )
:NEXT
35 X=VAL(K$) :IFX>3THEN30
50 INPUTN$:Z=LEN (N$)
55 FORI=lTOT:ONXGOStJB60,65,70:NEXTI:GOTO
15
60 IFN$=LEFT$ (C$(I) , Z ) THENG0SUB8 5
65 IFN$=LEFT$ {A$ (I) , Z ) THENG0SUB8 5
70 IFN$=LEFT$ (D$ (I) , Z ) THENGOSUB85
Program 3: Add These Lines
26 PRINT"{4 SPACES}3, COMPUTER
42 IFX=3THENT$="C0MPUTER"
61 RETURN
66 RETURN
71 RETURN
Program 4: Drop These Lines
75 IFNS=LEFT$ (C$ (I) , Z ) THENGOSOB85
80 NEXTI:G0T015 Q
COMPUTEI
The Resource.
COMMODORE
64
by Tim Onosko
A concise, handy guide ttiat offers a complete sUrt-to-finish
approach to the Commodore 64 and the new portable
version! Designed for users with little or no computer
experience, this easy-to-read text explains what the
Commodore 54 is all about and how to use it— complete with
step-by-step instructions for BASIC programming as well as
important information on a wide variety of applications,
including word processing . . . color . . . graphics . . .
sound . . . music . . . games . . . and much more !
1 983/384pp/paper/D3804-4/S 14.95
Contact your local bookstore or computer
store today or write
/^
Robert J. Brady Co.
, Bowie, MD 20715 • 30I-262-630O
** A Prentice-HiU Publishing & Communicilions Compuir
TELEGAMES
Computer Games By Phone
John Blackford
A new species of game is snddenhf gaining in popularity.
It's the tckgamc - played over the phone lines. In some
versions, you play against the computer; in others,
many players can join in a single game. When one player
makes a move, the others see it almost instantly. Such
games allow team efforts and that opois up an intriguing
new set of possibilities.
In the movie WarGames, a high school student
accidentally taps into NORAD's war-game com-
puter. The computer, which is equipped with
artificial intelligence programs, is prepared to
play such favorites as chess, tick-tack-toe, and
global thermonuclear war. After the student
chooses the latter, the computer won't quit,
seizing control of launch codes and missile silos
in preparation for a real nuclear strike.
How did the student bring about this near
disaster? Practically the same way that people
around the country now call up computerized
information services and use them to play games:
he put his telephone receiver in a modem - a de-
vice connecting the computer to the phone lines -
readying his computer to call another computer.
Many information serv'ices contain -among
other things - a library of games, which people
can call up and play. In some, users play against
the computer, as in WarGaities. In others - the
multiplayer, interactive games - the computer
acts as a referee, doing the housekeeping chores,
accounting for players' moves, and generally
running the game. At present, interactive gaming
is available only from CompuServe Information
Service, though The Source and Delphi are working
to catch up.
Only At Lunch Hour
CompuServe got a head start in interactive games
34 COMPUTE! October 1983
by chance. The company began as a data base for
business users, offering stock market quotes,
sugar futures quotes, and the like during the day.
After a few years of setting up such services, Russ
Ranshaw, one of the company's programmers,
decided to create a simple space-war game called
Space Wars (SPCWARS) for the recreational use
of other employees.
"It seemed like a logical thing to do," he says.
"But it got so darned popular that people were
playing all the time." After looking the other way
for some time, company officials eventually lim-
ited game access to luncli hour. Even that didn't
do the trick, so finally, in 1976, the game was com-
pletely banned from CompuServe - and it wasn't
to be found in the memory banks for several years
after that.
As personal computers began reaching homes
in increasing numbers, planners at CompuServe
(and other information utilities) decided to make
their services available to home users at reduced
rates during off-hours. To make the service at-
tractive to non-business users, some new features
were added. One of the first was SPCWARS, and
it proved just as popular as it had been during
lunch at CompuServe. In fact, it and two other
interactive space games added later are now
among the most widely used parts of the system.
SPCWARS is fairly simple to play. The com-
mands aren't hard to follow, and a help function
permits you to learn the rules as you play. It's an
interactive game in which everyone is gunning
for any player who signs onto the system. You
can hide in clouds, duck around stars, and even
display the section of the galaxy your ship is
probing. Since true graphics aren't possible, the
display consists of various symbols and letters to
designate the location and direction of your ship
and the other objects in the game. As more people
Last night, 39 musicians Had a
CompuServe conference, So did 31 M.D.S,
49 Sports Fans And 640 Apple Polishers,
And No One had To leave home.
The Electronic Forum,
Cheaper than Long Distance
and Much More Rewarding.
Every night on the CompuServe
Information Service, professional
and social groups discuss a wide
range of subjects. From what's new
in medical technology to what's
nouvelle in continental cuisine.
And every day more computer
owners who share a common
interest are discovering this exciting
new way to exchange ideas and
even transfer hard copy data.
And besides electronic forums,
they leave messages for each other
on our national bulletin board,
"talk" informally on our CB simulator,
and communicate via CompuServe's
electronic mail.
But best of all, in most cases,
CompuServe subscribers get all of
these state of the art communications
options, plus a world of on-line
information and entertainment for
the cost of a local phone call plus
connect time.
To become part of this flexible
communications network, all you
need is a computer, a modem and
CompuServe. CompuServe connects
uitli almost any personal computer;
terminal, or communicating word
processor.
To receive an illustrated
guide to CompuServe and learn how
you can subscribe, contact or call:
CompuServe
Consumer Inlormaiion Se™co PO Sox 20212
5000 Arlinglon Centre Blvd Columbus. OH 43220
800-848-8199
In C'M:0 Ca.i 6' ■■-'"'i^-Qc-ji?
An H&R BJock Company
sign onto the game, the size of the playfield ex-
pands, and if the number of players gets unwieldy,
the host computer starts a new game for the
newcomers.
No Help In Sight
Two other currently available interactive games
are exceedingly complex. Forget trying to learn
them as you go. Before you even iigure out how
to move your ship, you'll see a long string of mes-
sages race across your screen. You are under at-
tack. The help command no longer works. You
may notice the coordinates of the attacking ship
and attempt to direct some phaser fire his way.
But suddenly it's over. As you try to figure out
what happened, you'll get a message like, "Sorry,
Cadet, you're dead. You didn't cut it in Mega Wars."
Save yourself some embarrassment - and
wasted time - and order the instruction book before
trying to play this one. You can order on-line
(through your computer) or by writing CompuServe
direct (5000 Arlington Centre Boulevard, P.O. Box
20212, Columbus, OH 43220).
DECWARS was the first really complex inter-
active game. It's actually a revision of a space game
that had been residing for some years on a main-
frame at the University of Texas. Ranshaw got it
and worked obsessively to get rid of all the bugs.
The task proved more than he had bargained for,
and he now thinks he could have done the whole
thing from scratch in less time. Still, reaction was
favorable, right from the start. Players signed on
again and again to play. A special interest group
(SIG) was even formed for DECWARS fans. Users
would use a special area of CompuServe to exchange
comments and ideas about the game.
Some of these players began suggesting im-
provements, and Ranshaw got in touch with them
to refine the concept for an improved game. In both
games, players can form teams, but the regulars
thought Mega Wars - the upgraded version - should
also assign ranks based on past performance. This
would reward ability, yet allow beginners to fly
more durable ships, increasing their survival time
immensely.
After a long development - marked by en-
thusiastic suggestions from nearly everyone - the
game went on-line. Immediately, CompuServe was
flooded with suggestions for improvement. People
would sign on the DECWARS SIG and fill the screen
with criticisms. It became a significant problem.
After that experience, Ranshaw says they all
realized that while suggestions are great, there
comes a time when the programmer simply must
do what seems best, letting others dedde whether
the game's fun to play. In spite of criticism by
DECWARS fans. Mega Wars went on to become
highly successful. At present, it is CompuServe's
second most profitable offering - behind a Simula-
36 COMPUTI! October 1983
tion of CB radio that permits people around the
nation to sign on and chat.
Old Favorites
Although CompuServe has the only interactive
games right now, traditional favorites played against
the computer are popular on all systems. Other
information utilities, such as The Source, Dialog,
and Delphi, also offer single-player games on-line.
There are adventure-type classics such as Wiimpus,
Star Trek, and Zork as well as computer versions of
such popular games as Othello, backgammon, and
even chess. Most of the companies also offer card
games, roulette, and dozens of other brain teasers.
To supplement such traditional games, The
Source and Delphi have their programmers working
hard to complete several multiplayer games. The
Source isn't saying what titles it's creating, but
Delphi is finishing up two space games, Conquest
and Parsec, and will introduce more fantasy-oriented
fare, too: Scales of the Cods, a medieval adventure,
and Tiiiielords, a game which involves exploration
of "the fourth dimension."
As Delphi tried to hammer these into shape,
its own users beat it to the punch, creating several
multiplayer games right on the system. One player,
known as the "Dragon," served as dungeon master
for a couple of adventure games. The players took
advantage of the bulletin board and electronic mail
ser\aces to create the games. Now Delphi has made
special space available for the game devotees.
though these adventures have generated excite-
ment, they aren't pro^rrtmmfrf games. Instead, it's
the players themselves who make things happen.
Users create their own story, using the dungeon
master to communicate with others. That's actually
part of the idea at Delphi: the service should change
to reflect the needs of users. Says president Wes
Kussmaul, "Delphi is almost a creation of the users
- they are the ones who bring it to life."
Interactive Games
What is it that makes interactive games hard to
create? According to Ranshaw - and he's built every
one that's commercially available - they require
tricky programming with built-in safeguards to
protect the game when someone drops out. Says
Ranshaw, "What if you are playing a four-card
game, and one player's cat knocks his modem off
the table, disconnecting the phone? Suddenly the
player is gone. Do you step in with the computer
and have it play for the missing person, or bomb
the whole game?"
The ideal, according to Ranshaw, is to
minimize computer involvement. But in a case
like the example above, the program would have
to take the missing hand. Delphi's Kussmaul has
a different philosophy, noting that if you are
playing a real game of bridge, and someone walks
*
;.*
!#
/
r
MUSTTORN TO
JEFOREMANllND^"
DARES TOP"
Fantastic
action game
for Atari*
The elite corps known as the
Nightraiders are trying to bring
freedom to a conquered earth.
Since they are few in nunnber,
compared to the enemy, rhey
must operate under the dealt of
darltness. As the group's leader,
your mission is to fly over enemy
strongholds . . . identify targets of
opportunity and destroy them
thoroughly.
While the invaders cannot
mount an air attack after the sun
has set they do have weapons of
awesome power . . . weapons
which relentlesly track your
flightpath and anticipate your
movements.
Success does not come easy.
You must be able to maneuver
like the crack of a whip . . .
accelerate and decelerate in and
out of hyperdrive . . . while
carefully lining up the targets for
your twin ion bombs. And always
keep an eye on the special radar
screen which spots enemy action
for you.
Become a Nightraider and
meet the most fascinating
challenge of your space career!
$29.95/Atari*
400/800 wHh
Disk Drive
and loystlck
At your computer Store, or from:
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8943 Fullbright Ave.,
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VISA/MASTEHCARD accepled. S2.00
Shipping/handling charge. (California
residents add 6'.j% sales tax.)
•Atari is a registered traderriarit of Atari.
Inc.
off, the game is over. The same should be true of
interactive computer games, he thinks.
A tougher problem arises with muitiplayer
games such as Mega Wars. If the program isn't
properly done, the game can crash when one
player pulls out, destroying what may be hours
of effort for some of the players. To prevent this,
each player is considered to be a separate "case"
by the host computer. The game program controls
each player's input individually. Thus, if someone
drops out, his or her specific case is closed, but
the game data remains intact.
Graphics To Come
All the games currently available through infor-
mation utilities are done in alphanumeric charac-
ters. Whatever you see on the screen could be
typed on paper with a standard computer printer.
In the early days of telecommunications, a set of
standard characters, called the ASCII code, was
developed to improve the service beyond that
available on teletype machines. ASCII permits
upper- and lowercase letters plus punctuation
marks and a few control codes. The graphics
characters on home computers aren't standard
ASCII. Since information services must be able
to communicate with niany different computer
brands, they are limited to the ASCII character set.
That could change, however. Developers at
CompuServe are trying to create telegames with
movable graphics. Besides the differences be-
tween computers, the limitations of the phone
lines themselves hinder graphics transmission.
Although baud (bits per second) rates of 1200 or
higher are possible, modems capable of such
speeds are still fairly expensive. Most home users
communicate with information utilities at a lei-
surely 300 baud, far too slow to permit movement
of graphics on your screen. But the people at Com-
puServe are working on a way to get around this
bottleneck.
They are attacking the problem in two ways;
first, by creating software for each computer type,
and second, by devising wavs to transmit graphics
information without actuallv having to transmit
the entire picture. Most videogames consist of a
background design (the playfield) and objects
that move within it. CompuServe's game de-
signers hope to define the playfields and graphics
shapes and download the definitions to the user.
Then, the host computer only needs to transmit
enough information to move the predefined
shape. Software purchased by each user will make
the graphics information compatible with his or
her particular computer.
New Directions
Such efforts may be only the beginning. With
inexpensive modems and software now available,
38 COMPUTil October 1983
more and more home computerists are reaching
information sources. And such organizations
have found to their surprise that there's a healthy
profit in home-oriented services. A company by
the name of Gameline even has a plan to sell plug-
in cartridges to allow Atari VCS game machines
(11 million are presently in use) to download game
software. And parents will have a special code
enabling them to limit their children's use of the
device.
In fact, activity could become so widespread
that phone lines might be filled up with people
using personal computers plugged into various
data bases, including teletex, on-line bulletin
boards, and even users chatting directly to one
another. Bell telephone researchers are reportedly
concerned that the entire phone network could
become overloaded if market penetration of tele-
computing services reaches as little as 3'/2
percent.
To avoid these problems, alternatives such as
cable TV and local communications networks
may be used. The Games Network is planning to
offer a cable channel dedicated to videogames.
Sytek, in cooperation with General Instruments
Corporation, plans to introduce a series of local,
high-speed communicatitins networks using cable
TV lines. These would be cheaper than comparable
ones offered by American Bell, and would be
compatible with personal computers. Such a sys-
tem could support extensive graphics, because of
the large transmission capacity of cable lines.
Whichever specific projects eventually suc-
ceed, the prospect is for more and better computer
games played over the communication lines. Just
as home computers changed in only a few years
from hobbies to mass-market items, telegaming is
now poised to be the vanguard of a massive up-
surge in computing by phone. ©
C-64/VIC 20/PET/CBM OWNERS
ROAOTOAD - Hop your load across 5 lanes o( traffic, avoid deadly
snakes, and dodge ihe dreaded toad-eaters. Cross a raging river fuU of logs,
turtles, alligators, and park your toad in ttie safely ol a tiarbor. Each trme you
park 5 toads, you enter a tougher level v^here the action is lasler and the toad-
ealers are more numerous. ROADTOAD is written in machine languaee and
uses high resolution graphics. Tne sound effects are excellent and you can use
a joystick or the keyboard to control yojr load.
CASasioVIC 2fllC-S4 ilncludss StiipplngfHanillinBl $19,95
(CALIF. RES ADD 6% SALES TAX)
wHICKEnl CHASE - Hetp your tiapless hen avoid hungry chicken
hawks, sneaky coyotes, and fiendish zotnpys. II your chicken gels into trouble,
■"hyper-hen" to a new spol on the maze, if your chicken travels the enhre rnaze,
you advance to the next level where the action is faster and the predators more
numerous. Hires graphics, great sounds, and machine Janguage help make
CHICKEN CHASE a hilarious fun-filled game for the whole family.
CASS/5t«VIC-20/C-64 (Includes Shlpplno/Handling) $19.95
[CALIF, RES, ADO 6% SALES TAX]
Write For NIBBLES & BITB, IIMC. Write For
FFIEE Of} nnvf oi-idd FREE
Catalog
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ssf^'
e^r>'
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"SMART TERMINAL"
TELECOMPUTING POWER
FOR VIC - 20
COMMODORE 64
"Smarl-Term" does more than convert
your VIC or 64 lo a null terminal, it
gives you features oltier programs
don't offer, sucfi as:
— A PET to asoii conversion test mode
— Transmits all ascii control characters
— Transmits 122 ascii codes
— Receives 92 ascii codes
— Has repeat key feature
— Allows you to enter and save four perma-
nent messages (up to 80 characters each)
for one key, transmission of code, pass-
word, names, messages, etc.
— Easy to read, smooth scrolling cfiaracters
— Fully menu drivers tor reliability and ease
of use
— Transmits and receives in seperate cha-
racter colors (selectable)
— Many other features
One of the best telecommunications programs
available, "Smart-Term" converts your VIC or 64
into a SMART TERMINAL. Requires minimum 3K
expansion.
TO ORDER: Specify VIC-20 or 64;
TAPE: $16,95 or
DISK: $18.95
(U.S. funds) + $1.50 P&H
TO ORDER SEND CHECK OB MONEY ORDER. CHECK
NEED THREE WEEKS TO CLEAR. NO C.O.D.'sTO U.S.
CANADIAN ORDERS ADD 25% FOR CDN. FUNDS.
BYTE — RYTE
P.O. BOX 205, STATION CART,
MONTREAL, QUEBEC
H4K 2J5 CANADA
DEALER mawfiies invited
VIC-20 and Commodore 64 are registered trademarks ol
Commodore Business Machines Inc.
Open your mind
Personahty
Ana\v^®f
Reveal secrets of the mind.
Use your Commodore 64 system to
analyze yourself, your spouse, your
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requires the use of a "joystick".
Price S32.95 Disl< (S27.95 Cassette).
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A ■:rA
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Behavior Modification.
Use your Commodore 64 system to
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Price $87.95 Disk(S79.95 Cassette).
Get this software
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or order direct from: Ssi" "Hi
:■■•: :■•■: PSYCOM
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Telephone: 513 474-2188
NONVIOLENT
GAMES
Kathy Yakal, Editorial Assistant
The violence that is inherent in many of today's video
games is disturbing to some people. Others don't see it as
a negative influence; they stress the positive aspects of
playing and programming videogames. In this article,
loe explore both sides of this controversial issue, and look
at some software designers who are providing alternatives
to typical arcade games.
VIDEO GAMES (see Mureler)
This entry can be found in The New York Times Index
for January 146, 1983. The article alluded to is a
small item in the January 9 Times about a high
school senior in Dallas who was "shot to death in
the parking lot of an arcade after a quarrel over 75
cents worth of video display games."
It's not so unusual anymore to hear about
someone being killed over something rather trivial.
But what might make this act of violence significant
to some people is its relationship to video games.
Video games embody competition. In order to
win (and it's a temporary victory), you have to
shoot down spaceships or gobble up something or
rescue creatures in perU. Meanwhile, someone or
something is always after you, trying to destroy you.
Does this mean that a long afternoon at the
Asteroids machine wUl make you want to inflict
bodily harm on the first person who gives you a
funny look? Some studies have shown that a per-
son's blood pressure will rise and pulse quicken
after playing video games. But can't the same thing
happen when you're up to bat in the big softbaU
game or trying to meet an impossible deadline at
work or even watching a frightening movie?
Game As Villain
The 1969 rock opera Tommy, by The Who, is the
story of a young deaf, dumb, and blind boy who is a
champion at the pinball machines. He becomes a
cult hero as a result of that and, after he regains his
40 COMPUTE! October 1983
senses later in the story, is worshipped by devoted
followers who try to emulate his pinball wizardry.
If Tommy were written today, we might be hum-
ming along to "Pac-Man VN'izard," instead of "Pin-
ball Wizard." Ever since the introduction of Atari's
Pong game in 1972 and the ensuing evolution of the
video arcade game, these high-tech pinball
machines have been showing up in cameo roles in
movies and television. And they're usuaUy the bad
guys.
In this year's The Star Chamber, lawyer Michael
Douglas can't even get a "Hi, Dad " from the kids
because they won't turn away from their home
video game. A fight over an arcade game that
causes television interference in a restaurant gets a
young woman involved with a young boy who does
nasty things to people he doesn't like in Twilight
Zone: The Movie. And IVflrGames follows the activ-
ities of a teenager who almost instigates World War
III by tapping into the national defense system with
a home computer, a modem, and some big floppy
disks. Worse than that, he's flunking biology.
It's not just the computers themselves that are
shown in a less-than-positive light. The player's in-
volvement with the computer or arcade game, as
portrayed by movie makers, usually points out
some kind of character flaw that is intensified by his
obsession with these high-tech villains.
Movies may not be the best way to gauge a
society's attitudes, but the}' often reflect sources of
conflict which are easily identifiable. And video
games certainly seem to be that right now. You
might be hard pressed to find a young person who
doesn't have an opinion about Donkey Kong, or who
couldn't at least hum the theme song.
Teaching Disassociotion
There does seem to be a degree of backlash against
video games. Joseph Weizenbaum, author of Com-
puter Power and Human Reason and Professor of
match UJits with the fllind Gam
ff Ofli Broderbund!
4:
OPERATION
/
■x
ili" 1 1 1 IT iVl 1 1 1 IUHMlid is the ultimate weapon in this unique war game.
Strategy, not force, is the key to victory as you move your battalion through a
series of testing skirmishes and battle actions. Your ability to command, to give
orders, to move your troops skillfully determines the success of your assault
and combat operations. Operation Whirlwind requires the concentration of
chess— a typical game may take between one and three hours— and the
ability to master the
many tactics of wag-
ing a full scale war.
How well you can
focus your strategic
energies will decide
whether your vic-
tory is Question-
able, Marginal,
Tactical, Strategic or
a Breakthrough. A
great game for the
thinking game player.
Available on disk.
■ ii fjii it! 1 1 •I'iJ R Pit your concentration against
another player or the computer. Here's a puzzle game that
will keep the whole family bemused, befuddled and play-
ing happily for hours. A grid of 36 numbered boxes con-
ceals an animated menagerie of colorful characters,
creatures and objects. The object of the game is to match
identical squares and then solve a hidden word puzzle.
There are many game variations with puzzles that are
frontward, backward, or scrambled. Matchboxes. It's the
most memorable memory game you've ever played!
Available on disk and cassette.
OPERATION WHIRLWIND AND MATCHBOXES
FOR THE ATARI® HOME COMPUTERS. ATARI«isa.rademarkorA.=ri.tac.
Make sure to look for The Arcade Machine™and 8r0derbund's
new game phenomenon, Lode Runner™— also for Atari.
^Broderbund SoftujarB
Discover the Diffeience
17 Paul Drive San Rafael, CA 94903
I
n
finsitfy, aliens jour kids can reason with
instead of destroy
Spinnaker computer gannes are lots of fun. They're also
instructive. Mot destructive. TInat's why IM 5EAF^CM OF THE
M05T AMAZiriQ THIMQ'"lets your hids negotiate w\Vn aliens.
Not destroy them.
IT'S AMAZinQLY FUJI!
The Most Amazing Thing is out there somewhere. Find-
ing it won't be ea^y Luckily, your kids will have the help
of old Uncle 5moke Bailey. Because they'll have to fiy the
B-liner, avoid dangerous Mire Crabs, and trade with aliens.
It takes skill, persistence and imagination to find The Most
Amazing Thing. Because it's the most elusive thing in the
whole wide galaxy But that's what makes it so exciting.
IT'5 AMAZIMQLY EDUCATIOMAL!
Like all Spinnaker games, in 5EARCh OF TME M05T
AMAZIMQ TliiriQ has real educational value.
Your kids will sharpen their ability to estimate distances
and quantities, and will become more aware of direction
and time. They'll develop a knack for economic principles,
and learn to solve problems through thai and error,
5o if you're looking for exciting computer games that
give your kids something to think aboutjust go
in 5EARCN OF THE M05T AMAZIMQ ThihCi
at your local retailer' It's so ^^^^fijSSivi^-
much fun you'll probably be ^SS^^Sm"^
tempted to play it yourself. wQlSt >^
■n *jt:AHCrl or TdC MO'jI /.MAZIMG T-1 hC ,'.,co^ipJ(
bie UJitli Apple* l&n,' Atari* ar.r} Cammodorp 64 *
CDtT;:;;jte*i
fP0^-
SA^Sr/)MAB?
We make learning fun.
Apple, lan and Msr, are fegiste^ea iraaemai ks ot Aooie ComDuter, inc . internatioral B jrnness Machines Cnrp aid Atari. lf«: . lespectivelv Cammodof e 64 li d tracemaih ol Cnmmodofe Ciecitonica Umited
in 5EftRCn OF Tnf most AMAZIflO TmflQ fomputei program 15 a ttaOcmark of ^plnriahcr Software Corp
C 1 965, Spinndher bo'lw^f e Co^p All rigmi reserved
.>^
■-J>^
Introdiicing Snooper Troops detectiye series.
Educational games ftiat turn
ordinary homes into Sherlock homes.
Where can you find educational computer gannes that
your hids will really enjoy playing?
Elementary my dear Watson, Prom SpinnaKer
Our ShOOPER TROOPSdetectiue games are fun, exciting
and challenging. And best of all, they have real educationa!
value, 5o while your kids are having fun, they're learning.
As a Snooper Trooper your child will have a great time solv-
ing the mysteries. But it will take some daring detective
work. They'll have to question suspects, talk to mysterious
agents, and even search dark houses to uncover clues.
Luckily the program provides your kids with everything
they need: aSnoopMoblie, a wrist radio, a 5noopNet com-
puter, a camera for taking 5noopshots and even a notebook
for keeping track of Information.
5N00PEf^ Tf^0OP5 detective games help your children
learn to take notes, draw maps, organize and classify
information and they help develop vocabulary and
reasoning 5kill5..AII while your kids are having a good
time.
5o if you want to find educational
games that are really fun, here's
a clue: Ask your local retailer for
5nOOPERTf^OOP5 computer
games,"
'Available in disks for IBM,"
Atari," Apple,' Commodore 64."
S^/mOK^ff
\Afe mate learning fun.
%■ 1963. SDirindh.er ^oftiwdreCutp Allnghlbreit^ved ftpplt. iBHond Awnareregis'eied trademarHs of Apple Ca-npuler, Int. IntcndlKJtylBuSjneisMJCtunei.CofD d'ldAidd Inc. re^ectiuelv Conwriodnrc b4 i^ii traderrhjth
of Commodore Eiec'ronicaLimiied brtQOPtH IftOOF5ci)fnoutei pfotirdm i*d irademjrKol5pinnaher5o(twaie Corp
Computer Science at the Massachusetts Institute of
Technology, has an explanation for why the back-
lash exists. "The video arcade is the modern version
of the pool hall. Some people are opposed to them
for the same reasons they opposed pool halls. This
reasoning is not relevant, and it masks other things
that are much more important.
"It's just as Marshall McLuhan predicted: the
next medium takes aspects of the previous medi-
um. In this case, video games have taken the worst
of television: its mindless violence, which is ex-
pressed in all the shoot-em-ups." Weizenbaum cites
the television show "Knight Rider" as an example.
"It's not that that one is exceptionally violent. It just
exaggerates the cartoon-type violence."
Then why don't parents get as upset over car-
toons as they do video games? Weizenbaum doesn't
know. 'It's the same thing you see during the week
on regular TV shows. Only the television acts as
babysitter on Saturday mornings/' he says.
Some people claim that, even though video
games may be as violent as television, they are
more interactive. "The advertising claim for video
games is that you can actually participate. But what
is it that you're actually participating in? Killing. You
can't win — all you can do is survive longer than
anyone else."
Weizenbaum's chief criticism is that what's be-
ing practiced in video games is disassociation.
"Video games encourage you to believe that there is
no relationship between what you are doing and
the ultimate victim of that action. The crucial thing
is that these are lessons in what it is necessary to do
in order to survive in this society. In some sense,
that's really the social purpose.
"It's like women working in a bomb factory. If
they couldn't disassociate themselves from what
they were doing, if they were really aware of what
they were actually doing, they couldn't do it," says
Weizenbaum. "The same thing applies to students
and teachers who believe that artificial intelligence
is possible. It's very necessary in this society to
render a great many things abstract, to take them
out of context"
Because of this, he believes, the video arcade is
a "necessary and useful training ground. The video
game is not the cause of this societal trait; it is a
reflection of what our society is. It would be a
mistake to yell and storm at the reflection."
Lack Of Creativity
Christopher Cerf has been entertaining children for
a long time. He founded the nonbroadcast division
of Sesame Street in 1970, and has written music and
lyrics for the television show. Since the introduction
of microcomputers, he has been developing ways of
educating and entertaining kids with them; Cerf
and Jim Henson of Muppet fame created the video
game version of The Dark Crystalior Sierra On-Line.
M COMPUTl! Oc1ober1<?e3
Joseph Weizenbaum, author of Computei Power and
Human Reason.
Cerf also developed the original concept of Sesame
Place, parks near Dallas and Philadelphia which
house computer centers where children can learn
to use micros.
And he doesn't believe that kids are being
deeply affected by the violence in video games.
"I'm certainly not pro-violence," Cerf says. "I don't
want to put it in games that I work on. But I think
people greatly overestimate the horrible dangers of
video games. Unless a chOd is greatly disturbed in
some other way, I don't think he's going to go out
and kill someone after playing a game of Space
Invaders.
"I'm not den3dng that we don't aU have some
sort of aggressive instinct. Look at the way dogs will
have mock fights — not really hurt each other, but
just play. If the violence in a game is sUIy, it's just as
good to play.
"Any medium that comes along has a reaction
Hke this. Look at how horrified parents used to be
that their children were wasting their quarters in
movie theaters. And in the fifties, it was comic
books. Doing anything in excess is a problem. You
need to try to see it in perspective."
Cerf believes that resorting to extreme violence
in a video game indicates a lack of creativity on the
programmer's part. "I was appalled by the violence
in Death Race 2000. In the last year or two, program-
Iiilo the violent world of video gcmies,
- — ^^^tomot" introduces
WO of theFrfendUestr
# Fostest^Fun-podwd
Family GcHiiesEver!
ANTeATER.^'^ Ant or Anteater— who will be .
king of the hill? Somewhere along the twisting,
turning tunnels of this marvelous maze game the
answer will be found. Until then, gamesters of
every age will be caught up in the non-stop action
and strategy of Anteater, the game that's crawling
with arcade excitement. Cartridges for the
Atari® 400/800/1 200XL, Commodore Vic 20^",
Commodore 64™, Texas instruments 99/4A.™
. TYRO.™ Chased
k, by an evil space-
ship, your only
chance of es-
cape is through
"knowledge." Know-
ledge of typing and spelling.
The faster you type, the better your
chance of eluding the enemy. Spelling home-
work can be fun with this fast-paced game that 1
not only develops word power— but increases
your typing speed with every fun-filled hour as
you master the typewriter-style keyboard of
personal computers. Cartridges for the
Atari* 400/800/1 200XL, Commodore Vic 20™,
Commodore 64™, Texas Instruments 99/4A.™
ANTEATER and TYPO are only two of the exciting
recreational and educational games from Romox'^''
See our complete selection at your Romox dealer.
Romox Inc., 476 Vandell Way, Campbell, CA 95008.
Homox is a trademark of Romox Inc. Atari is a trademark of Atari. Inc. VIC 20 and Commodore 64 are
trademarks of Commodore Business Machines, Inc. TI 99/4A is a trademark of Texas Instruments.
mers have been designing games that are less
violent and more creative. Pac-Man and Frogger are
good examples. So are the new interactive fiction
games."
''Software companies need
to be innovative about the
uses of computers for
women. And that means
producing something that
appeals to what women
traditionaliy have valued
and needed. Not violence."
Mary Row^ assistant to the
president, M.I.T.
A Generation Of Loners?
Violence aside, some people argue that video
games promote antisocial behavior. Maybe Galaxia
won't make you want to shoot everything in sight,
but how is a child or young adult going to learn
how to interact with other people if he or she
spends a great deal of time in an arcade or the
house playing games on the home computer?
Christopher Cerf believes that computers
foster, rather than hinder, communication. "Com-
puters as a medium are one of the most exciting," he
says. "They use elements of many other media.
"In schools, kids get excited about computing.
They stay after school and compare notes and try to
work out programming problems. And services like
CompuServe and The Source also tend to bring
people together. Kids who spend a lot of time alone
with their computers or in arcades would probably
be doing something else alone anyway.
"What's really interesting about this whole
computer business is that, for the first time, the
kids generally know more than the adults. My
father was in publishing and he read everything —
except science fiction. I loved science fiction and
could recommend books to him. In that way, I think
computers tend to bring families together."
Nothing For Women
There is little question that men are generally more
interested in video games than women are at this
point. Pac-Man was a breakthrough game in that
sense; lots of women liked it, perhaps because of its
apparent lack of violence.
StiU, women are not leaping into the computer
46 COMPILE! October 1983
age with the same fervor as men seem to be. Mary
Rowe, Assistant to the President at M.I.T, thinks
that this is due to a lack of sensitivity on the part of
many software producers. And to the fact that there
is a lot of violence and sexism in video games.
'As a feminist, I'm concerned about the male
slant of these things," Rowe says. "Why have com-
puter companies made so few attempts to produce
games that are not violent and sexist?
"Software companies need to be innovative
about the uses of computers for women. And that
means producing something that appeals to what
women traditionally ha\'e valued and needed. Not
violence."
Rowe does believe that some software com-
panies are taking risks and developing programs
that meet these needs. "1 became computer-literate
on Infocom's games. We need more games like that
that require the player to actually think, not just hit
the fire button at the right time."
Subtle Software
Nonviolent games fare very well on lists of best-
selling software these days. Br0derbund's success-
ful Choplifter is a good example. It's not an abso-
lutely nonviolent game — there are terrorists and
enemy tanks and guns going off. But the player
does not get points for destroying things, only for
rescuing people from the terrorists.
However, software companies which are pro-
ducing nonviolent games are not necessarily trying
^-i
Christopher Cerf is currently zuorking on a nonviolent video
game, Pigs In Space.
▲
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to counteract any backlash against video games. Pat
Marriot, of Electronic Arts, believes that people's
opposition to video games is "an emotional thing.
Parents wondering if their kids should be hanging
out in arcades. Donkey Kong and Pac-Man are not
really violent. It's just the environment of a video
arcade that is disturbing.
"We look for quality and uniqueness in our pro-
grams/' says Marriot. "We're not reacting against
anything, we're going for quality. We look for
authors whose values r.re consistent with those of
the company. Each of our designers has a story to
tell, and that story becomes the product.
"We don't really consciously try to make our
games nonviolent, but because of our authors' basic
philosophies, they usually do not involve violence"
says Marriot. She points to Hardhat Mack as an ex-
ample: "The character is very appealing. There's
lots of humor in it. It seems to appeal to younger
girls and to people who don't necessarily like games.'
The Adventure AHemaiive
A video game doesn't have to have blasting guns
and anguished screams to be violent. Even the
pacifist Pac-Man has his own sublimated violence.
He's a cute, nonthreatening little guy, but there are
four potential killers on his trail. To avoid being de-
stroyed, he must turn around and try to destroy
them first.
It may be impossible to create a video game that
does not incorporate some amount of violence,
however unobtrusive it may be. Games involve
competition. Even if you're just playing against
yourself, you're always trying to overcome some-
one or something.
But in some games, you can actually benefit by
resisting the urge to commit a violent act. In the text
adventure Witness, by Infocom, you play a detective
trying to solve a murder case. While you're trying to
find the murderer, you have ample opportunity to
rough up some of the suspects if you like. The game
was designed to anticipate a variety of responses,
even violent ones.
A violent response, though, is counter-
productive, says Marc Blank, Vice-President of Prod-
uct Development at Infocom. If a player reacts that
way, the result is not good, and may lead to some-
one else getting killed.
Yet the designers at Infocom did not set out to
produce games with pacifistic messages. "I don't
think violence plays any part in our choices," says
Blank. "We're not making a conscious effort to be
nonviolent. We're just trying to produce programs
of more literary quality."
This may be a contributing factor to Infocom's
popularity with women, a market that software
producers are sometimes finding difficult to please.
'There is very little software for young women,"
says Blank. "Women generally read more than
48 COMPUTE! October W83
men, so our adventures cire more appealing to them "
Better Technology?
Maybe the arcade is the monster, not the video
game. According to an article in Neiosioeek (August
8, 1983), video games peaked with an average
weekly earning of $140 per machine in 1981, but last
year it was down to $109. Is this because people are
playing games at home on their personal com-
puters and don't need arcades anymore? Or is it a
result of the backlash against video games?
It may be neither. Dragon's Lair, an arcade game
recently released by Bluth Animation, has people
lined up around the block in some cities, waiting
for their turn to play. Neivsweek says single
machines featuring this game are taking in up to
$1400 per week. Even at 50 cents a crack, that's
about a 500% increase over the current average
earnings of arcade games.
Dragon's Lair is anything but nonviolent. Its
hero. Dirk the Daring, must battle countless foes in
38 different scenes in order to rescue the game's
heroine, Daphne.
But what's attracting people to it is a new tech-
nology that combines the use of laser disks and
computers. Unlike other arcade games, this one
projects a movie-quality image. It's like stepping in-
to a cartoon and controlling the characters yourself.
Dragon's Lair, a popularnew arcade game, combines laser
disk technology and computers to create a movie-like image. ©
dilithium Press is cooking again. With
more than 32 practical, educational,
and fun programs specifically for your
microcomputer.
Here's what's on the menu :
Annual
Hamcode
Roadrace
Argo
Integrate
Simeqn
Arithmetic
Jot
Sortlist
Biorhythm
Kaleido
Sparkle
Birthday
Loan
Squares
Checlcbook
Metric
Stats
Cun/e
Mileage
Stopwatch
Decide
Numbers
Tachist
Decode
Obstacle
Tune
Diffeqn
Pi
Vocab
Flasticard
Powens
Walloons
Graph
Pythag
Wari
Groan
Quest/Exarr}
Written
in easy-to-understand lan-
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program listings plus suggested proj-
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And we have a b!ue plate special!
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You'll find dilithium Software at
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If your microcomputer is starving
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I i
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dilithium Software
PO. Box E
Beaverton, Oregon 97075
800-547-1842 or
646-2713 inside Oregon
fl«»t*TliannB«*«
'^ilTilliliDIii
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ismorgasbord
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The
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How To Type COMPUTEi's Programs
Many of the programs which are listed in COMPUTE! contain
special control characters (cursor control, color keys, inverse
video, etc.). To make it easy tu tell exactly what to' type when
entering one at' these programs into your computer, we have
established the following listing conventions. There is a
separate key for each computer. Refer to the appropriate
tables when you come across an unusual symbol in a program
listing. If you are unsure how to actually enter a control
character, consult your computer's manuals.
Atari 400/800
Characters in inverse video will appear like: rrrrrmmT-imr
Enter these characters with the Atari logo key. [A.] .
Hhm you sbb Typo Sbb
tCLE«Wt>
ESC
ESC
ESC
SHIFT <
n
CI mmr Scr»en
tUPJ
CTRL -
t
Curmor Up
{DOMNJ
CTRL »
*
Cursor- DoMn
tLEFT>
ESC
CTRL +
CTRL »
*-
•*
Cursor L*ft
tRIQHT>
ESC
Cursor Right
tBACK 3>
ESC
DELETE
4
Backspaca
CDELETE>
ESC
CTRL DELETE
a
DtflatB charactvr
CINSERTJ
ESC
CTRL INSERT
u
Insert character
CDEL LINEJ
ESC
SHIFT DELETE
□
Delete line
CINS LIME}
ESC
ESC
SHIFT INSERT
TAB
□
Insert line
CTABJ
»
TAB key
tCLR TAB}
ESC
CTRL TAB
a
Clear tab
CBET TflB>
ESC
SHIFT TAB
a
Set tab stop
C^LLJ
ESC
CTRL 2
Q
Ring buiier
CESO
ESC
ESC
«.
Escape key
Graphics characters, such as CTRL-T, the ball chaiacter • will
appear as the "normal" letter enclosed in braces, e.g. (T).
A series of identical control characters, such as 10 spaces,
three cursor-lefts, or 20 CTRL-R's, will appear as CIO
SPACES!, 1 3 LEFT), (20 R I, etc. If the character in braces is
in inverse video, that character or characters should be en-
tered with the Atari logo key. For example, t tij means to
enter a reverse-field heart with CTRL-comma, < 5ai ) means to
enter five inverse-video CTRL-U's.
Commodore PET/CBM/VIC/64
Generally, any FET/CBMA'IC/64 program listings will contain
words within braces which spell out any special characters:
I DOWN ) would mean to press the cursor down key. ( 5
SPACES ) would mean to press the space bar five times.
To indicate that a key should be shifted {hold down the
SHIFT key while pressing the other key), the key would be
underlined in our listings. For example, S would mean to
type the S key while holding the shift key. If you find an
underlined key enclosed in braces (e.g., {10 N}), you should
type the key as many times as indicated (in our example,
you would enter ten shifted N's). Some graphics characters
are inaccessible from the keyboard on CBM Business models
(32N, 8032).
For the VIC and 64, if a key is enclosed in special brackets,
f; ■>], you should hold down the Commodon' kty while pressing
the key inside the special brackets. (The Commodore key is
the key in the lower left corner of the keyboard.) Again, if
the key is preceded by a number, you should press the key
as many times as indicated.
Rarely, you'll see in a Commodore 64 program a solitary
letter of the alphabet enclosed in braces. These characters
can be entered by holding down the CTRL key while typing
the letter in the braces. For example, {A 1 would indicate that
you should press CTRL-A.
About the quote mode: you know that you can move the
cursor around the screen with the CRSR keys. Sometimes a
programmer will want to move the cursor under program
control. That's why you see all the I LEFT) 's, tHOM!E)'s,
and IBLUl's in our programs. The only way the computer
50 COMPUTE! Octotjer 1983
can telJ the difference between direct and programmed cursor
control is the quote mode.
Once you press the quote (the double quote, SHIFT-2),
you are in the quote mode. If you type something and then
try to change it by moving the cursor left, you'll only get a
bunch of reverse-video lines. These are the symbols for
cursor left. The only editing key that isn't programmable is
the DEL key; you can still use DEL to back up and edit the
line. Once you type another quote, you are out of quote mode.
You also go into quote mode when you INSerT spaces
into a line. In any case, the easiest way to get out of quote
mode is to just press RETURN. You'll'then be out of quote
mode and you can cursor up to the mistyped line and fix it.
Use the following tables v/hen entering special characters:
When You
Read; Press:
See-
[BLK]
{WHT}
{red}
{cyn}
tPUR}
[grn]
iBLU}
{yel} EniQ
i3i Q B
E4i QQ
Q k.
E3
S
When You
Read:
E8i
[Fl]
{F2}
[F3]
{F4]
Ef5}
{F6]
lF7}
{P8}
Press: See:
HD □
All Commodore Machines
ClearScreen {CLR)
Home Cursor { HOHEl
CursorUp { UP)
Cursor Down {DOWN)
Cursor Right {RIGHT)
Cursor Left {LEFT)
Insert Characrer { INST}
Delete Character {DEL)
Reverse Field On { RVS !
Reverse Field Off {oFF)
Apple II /Apple II Plus
All programs are in Applesoft BASIC, unless otherwise
stated. Control characters are printed as the "normal" char-
acter enclosed in brackets, such as 1 D ) for CTRL-D. Hold
down CTRL while pressing the control key. You will not see
the special character on the screen.
Texas Instruments 99/4
The only special characters used are in PRINT statements to
indicate where two or more spaces should be left between
words. For example, ENERGY {10 SPACES) MANAGE-
MENT means that ten spaces should be left between the
words ENERGY and MANAGEMENT. Do not type in the
braces or the words 10 SPACES. Enter all programs with the
ALPHA LOCK on (in the down position). Release the ALPHA
LOCK to enter lowercase text.
Newest VIC 20 and
Commodore 64 Arcade Games
Will definitely be on top 10 chart!
Luna Software presents three new gannes for the Commodore '64 and VIC 20 computers:
CARGO RUN, PEDESTRIAN, and HYPER-HEN. High resolution, full color graphics combined with
state-of-the-art concepts and programming make Luna's complete library of arcade-style software
the games of choice for the '80s.
HYPER-HEN
PEDESTRIAN
An arcade-style, maze configured
game, HYPER-HEN challenges
even the most proficient joystick
jockeys. Five levels of fast-paced
play assure that your adrenalin
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coyotes, dive-bombing chicken-
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Cassette VIC 20.
Cassette CM64
Diskette CM64
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With your Commodore '64 com-
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prepare for the most engaging
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Diskette CM64
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Keep your eyes wide open and
your wits about you. As the
PEDESTRIAN you'll have lo cross
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Other LUNA products
LUNA
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Galactic Crossfire
Alien Soccer
Warp Runner
Cosmic Snake
Starduster
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Vic 20 Cassette
Vic 20 Cassette
Vic 20 Cassette
Vic 20 Cassette
Price
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$19.95
$19.95
$19.95
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Price
$16.95
$16.95
$16.95
$16,95
$16.95
^(^^ERPRIZES f^E'-O^EO"" CUSTOMERS}
BOX 550, BARRINGTON, ILLINOIS 60010
Phone 312/302-5244 to order
COUPON FILE
Ken D. McCann and Dale McBane,
Technical Assistant
Not only will this program create easily accessible files
for disk or tape storage, but also it will run on any
Commodore machine. Atari, TI, Apple, and Color Com-
puter. And with minor adjustments, you can file nearly
anything.
This program allows you to file and search for
coupons. Coupons may be located by brand name,
product, or expiration date, and you may scan
the contents of all the files. "Coupon File" could
also help you file a great variety of things.
The use of DATA statements as file structures
is one of the things that makes this program so
versatile. Because the DATA statements are saved
with the program, file retrieval is not a problem,
even if you don't have disk capability.
The DATA statements were placed before
the main program loop to simplify file insertions
and deletions. Because the file number and line
number for the DATA statements are the same,
those of you unfamiliar with programming will
find it easy to create files.
Using The Program On Your Computer
There is room for 499 files, assuming you have
enough memory to store 499 files. Because of the
search routine, each file must have the same for-
mat. This is especially true with the date search.
6/30/83, 6-30-83, and 30JUN83 are all different
representations of the same date, but for the com-
puter to locate that date, you must choose one
format and be consistent.
Coupon File was written to run on any
machine which supports BASIC, with one excep-
tion. Lines 501, 1000, 1550, 2000, 4000, 6000, and
7100 consist of the statement PRINT "(CLRl".
This is COMPUTEl's listing convention for clear
screen on the Commodore 64 and VlC-20. You
should substitute the statement to clear the screen
52 COMPUIll October 1983
on your particular machine (ESC SHIFT < for Atari,
CALL CLEAR for TI, etc.).
To make more room for files, you can leave
out the instructions. To do this, delete lines 550-
555, 630, and 6000-7000, and change line 590 to:
590 IF (K$<>"L"r(K$<> "B")*(KS<>"P")*(K$< > '
(K$<>"C") THEN GOTO 570
D")*
This versatile program is very easy to use,
and it's easy to adapt for other purposes. With a
few changes, you can create a program to file
nearly anything.
Special Note To Timex/Sinclair Users:
Because your machine's version of BASIC does
not contain READ or DATA statements, this pro-
gram will not run on your machine. You may be
able to adapt it to your machine using strings for
file storage.
Program Explanation
Lines
1-499
500-650
1000-1700
2000-3600
4000-5700
6000-7000
7100-8610
9000-9600
10000-10300
DATA
main menu
list all routine
brand search routine
date search routine
instructions
product search routine
display routine
file input routine
Coupon File
DATA 1
DATA 2
DATA 3
1JAN84
DATA 4
DATA 5
DATA 6
DATA 7
8 DATA 8
9 DATA 9
84
10 DATA
11 DATA
84
12 DATA
, OXYDOL , DETE RGENT , FREE , NONE
, PLANTERS, MIXED NUTS, 25C, 31MAR84
,FREE N' SOFT, FABRIC SOFTNER, 20C,
,JELL0, PUDDING, 15C,15MAY84
, JENOS, PIZZA, 1? R,4JULB4
, CHINET, PLATES, 20C, 21DEC83
, PEPPIS , PIZZ.A, 60C, 15MAY84
, CHINET , CUPS , 20C , 20 JUL8 3
, NABI SCO , SHREDDED WHEAT , 20C , 30JUN
10, HEFTY, TRASH BAGS, 25C, 310CT83
1 1 , WHEATSWORTH , CRACKERS , 1 2C , 30 JUN
1 2 , KRAFT , JELLY , 10C , NONE
THIS PRINTER
COST JUST
$119.95*
fllphacom"
13 DATA 13, PHILADELPHIA, CREAM CHEESE, 10C,
NONE
14 DATA 14,PREG0,SPAGETTI SAUCE, 20C, 30JUN
84
500 DATA END
501 PRINT "{CLR]":REM CLEAR SCREEN
502 PRINT "COUPON FILE"
503 PRINT
504 LET T=0
520 PRINT "<L>[2 SPACES}lIST ALL ENTRIES"
525 PRINT
530 PRINT "<B>(2 SPACES]bRAND NAME "
533 PRINT
535 PRINT "<P>l2 SPACES} PRODUCT"
537 PRINT
540 PRINT "<D>[2 SPACES} EXPIRATION DATE"
545 PRINT
550 PRINT "<H>[2 SPACES} INSTRUCTIONS"
555 PRINT
560 PRINT "<C>{2 SPACES} COMMAND MODE"
565 PRINT
570 PRINT "CHOICE "r
580 INPUT K$
590 IF {K5<>"L")*(K$<>"B")*(K$<>"P")*Ck$<
>"D")*{K$<>"H")*(K$<>"C")THEN GOTO 57
0
600 IF K$="L" THEN GOSUB 1000
610 IF K$="B" THEN GOSUB 2000
615 IF K5="P" THEN GOSUB 7100
620 IF K$="D" THEN GOSUB 4000
630 IF K?="H" THEN GOSUB 6000
640 IF K?="C" THEN END
650 GOTO 501
1000 PRINT "[CLR}":REM CLEAR SCREEN
1010 PRINT "COUPON LIST"
1015 PRINT
1100 GOSUB 10000
1200 IF A$="END" THEN RETURN
1550 PRINT "{CLRJ":REM CLEAR SCREEN
1600 GOSUB 9000
1700 GOTO 1000
2000 PRINT "{CLR}":REM CLEAR SCREEN
2200 PRINT "ENTER BRAND"
2300 INPUT J$
2400 PRINT
2410 PRINT "BRAND: ";J?
2420 PRINT
2430 PRINT
2500 GOSUB 10000
2600 IF A$="END" THEN GOTO 3300
3000 IF B$<>J$ THEN GOTO 2500
3100 GOSUB 9000
3150 LET T=l
3200 GOTO 2500
3300 IF T=l THEN GOTO 3600
3350 PRINT J$;" NOT ON FILE"
3360 PRINT
3400 PRINT "HIT RETURN TO CONTINUE"
3450 PRINT
3500 INPUT K$
3600 RETURN
4000 PRINT "{CLR}":REM CLEAR SCREEN
4200 PRINT "ENTER EXPIRATION DATE"
4300 INPUT J$
4400 PRINT
4410 PRINT "DATE: ";J$
4420 PRINT
4430 PRINT
4500 GOSUB 10000
4600 IF A$="END" THEN GOTO 5300
54 COMPUTE! October 1983
5000
IF E$<>J$ THEN GOTO 4500
5100
GOSUB 9000
5150
LET T=l
5200
GOTO 4500
5300
IF T=l THEN GOTO 5600
5350
PRINT "NONE EXPIRE ";J$
5360
PRINT
5400
PRINT "HIT RETURN TO CONTINUE"
5410
PRINT
5500
INPUT K$
5600
RESTORE
5700
RETURN
6000
PRINT " { CLR} " : REM CLEAR SCREEN
6200
PRINT "TO ENTER A FILE, PLACE"
6350
PRINT "THE COMPUTER IN COM-"
6400
PRINT "MAND MODE (THE MODE"
6450
PRINT "BEFORE YOU TYPE RUN)."
6500
PRINT "TYPE IN THE LINE NUM-"
6550
PRINT "BER, ' DATA ' , THE FILE"
6600
PRINT "NUMBER, THE BRAND NAME"
6650
PRINT "THE PRODUCT, THE VALUE"
6700
PRINT "AND EXPIRATION DATE."
6710
PRINT
6720
PRINT
6800
PRINT "HIT RETURN TO CONTINUE"
6900
INPUT K$
7000
RETURN
7100
PRINT "{CLR}":REM CLEAR SCREEN
7200
PRINT "ENTER PRODUCT"
7300
INPUT J5
7400
PRINT
7410
PRINT "PRODUCT: ";J$
7420
PRINT
7430
PRINT
7500
GOSUB 10000
7600
IF A?="END" THEN GOTO 8300
8000
IF C$<>J$ THEN GOTO 7500
8100
GOSUB 9000
8150
LET T=l
8200
GOTO 7 500
8300
IF T=l THEN GOTO 8600
8350
PRINT J$;" NOT ON FILE"
8360
PRINT
8400
PRINT "HIT RETURN TO CONTINUE"
8410
PRINT
8500
INPUT K$
8600
RESTORE
8610
RETURN
9000
PRINT "FILE NUMBER>";A$
9010
PRINT
9100
PRINT "BRAND {6 SPACES} >";B$
9110
PRINT
9150
PRINT "PRODUCT {4 SPACES] >"; C?
9160
PRINT
9200
PRINT "VALUE {6 SPACES} >";D?
9210
PRINT
9300
PRINT "EXP. DATE {2 SPACES) >";E$
9310
PRINT
9400
PRINT
9410
PRINT "HIT X TO ABORT TO MENU"
9420
PRINT "HIT RETURN TO CONTINUE"
9500
INPUT K$
9540
IF K$="X" THEN RESTORE
9550
IF K$="X" THEN GOTO 501
9600
RETURN
10000
READ A$
10100
i IF A$="END" THEN RESTORE
10110
i IF A$="END" THEN RETURN
10200
i READ B$,C$,D$,E$
10300
i RETURN
e
mi
e*spss
^#^»V»;.«
«S5^
/#'.■--'*
W-
' ^\^f^ ■
^^^^"^■'V
^t^'
r*:,'
©1983 McnoGRAPHCliuUiee. Inc. Atari 400/800 are registered trademarks ol Atari, Inc.
-.■■:'-'.\^<!, ',•, ■,-;3, \j£ijiT«
v
David Berdan
In this fast-action adventure gatne,
your mission is to maneuver through
the countryside until you reach the
castle and save the princess — if you
call. There are all sorts of dragons
you mustfitst conquer and a wily,
evil wizard in steady pursuit. The game has ~'^
four difficulty levels. Written for the unex-
panded VIC, versions are also included for the
64 and Atari. Joysticks are required.
This game involves tbiree courageous knights
who have returned home from war only to find
that the countryside surrounding their castle is
infested with dragons that were placed there by
an evil wizard. Trapped inside the castle is the
beautiful princess, who anxiously awaits the
first knight who can rescue her. One at a time
the knights try to slay all the dragons and
enter the castle to save the princess.
The knights quickly discover the many
dangers of the hunt. A dragon vvHl eat anyone
who comes near its head. The only way to
get rid of one is to zap it in the stomach.
Guarding the castle is a phantom dragon that
can only be eliminated when all the others have
been overcome. (The castle drawbridge will
remain closed until he is conquered.) At times
a dragon will appear from nowhere, and
occasionally a dragon you thought you'd
disposed of will reappear to
have another try at
knight. And last, but certainly
not the easiest of the perils, is the
~evil wizard himself, who chases
.-- the knights as they hunt the
^^~ — dragons. If the wizard catches a
knight, the knight is destroyed.
;, - How To Play
■■ ~ Maneuver your knight through the
countryside with a joystick. You are
allowed three knights at the start, but
( 1^'*^. jl watch out - the knights can be consumed
T^-^'-*^-^^ - very quickly by a dragon.
When you encounter a dragon,
you must act quickly. Using your fire
button, aim at the dragon's stomach.
This is its oiily vulnerable point.
You have no defense against the
evil wizard except speed. You must
be constantly aware of his distance
from you. Remember if he catches
you, your knight is destroyed.
VIC Dragonmoster
The original VIC version of
"Dragonmaster" utilizes a program-
mable character set. Since 232
numerical values were needed to
create the 29 characters used in the
game, it was necessary to create a data
■fife containing the numbers and read them
' ;in at the beginning of the program to build
the custom characters.
o
-aas
WHEN YOU BUY AN ATARI" C0^4PUTER,
WE PUT OUR EXPERTISE ON THE LINE
There's no limit to what you can do with a home
computer... and no way any mere instruction man
ual can help you discover all the possibilities.
So ATARI gives you the extra help you need:
an ATARI computer expert to answer your
questions. Free. He'll help you write your own
programs, learn how to do new
things, and diagnose problems
when the things you're trying
to do just don't work out.
It's the ATARI Help Line.
A toll free hclp-and-information
service to help you get more out
of your ATARI Computer. Just call 1-800-538-8543.*
And if you ever need anything fixed,
ATARI has over 1,600 ATARI SERVICE^" Centers
nationwide. You'll find the nearest one listed
under "Computers" in your Yellow Pages.
ATARI SERVICE isn't the only good reason
to buy an ATARI system. But it's
an awfully good reason not
to choose any other kind.
MlHlfldClfVlbC
MCTORC AUTH0RIZH3 NETWCfK
1-800-538-8543'
THE AIARI SERVICE'HELP LINE'
A.
* |y83 Atari, Inc. All Rights Reserved. O" A Wirner Communications Company
California; 1-800-672-1404
^iVi 3fl C I >:< yu . ^
RAT HOTEL" and SAVE NEW YORK!'- arc IrademotUs of Credlne iof.narf .
"Commodore". "VlC-20'. and -Commodore 64" ore trademarks o( Commodore Etecironics. Lid;
CREATIVE
^SOFTWARE
A Qlvitlon ol ASCI. Inc.
> Sunnyvale. CA 94089
Two Great Game Cartridges for Your Texas Instruments 99/4A^"
Guaranteed to work on all present and future versions of the TI 99/4A
/^
I. ,_yi
~\'
,'./,
TM
\?m^
'ftiiii^
,TM
Ambulance^ and Driving Demon" are trademarks of Funw. itrc. Iti<. .
"Texiss In^iTuments," and "I'pxas Instiumetit.s 99/ 4 A" "Tl 99;-* A" are iT.itfeni.ir lis of Tp\a.s Jnsirumfrnis
A SubtldJiry al Crulive SiA\«»n
230 L Caribbean Drive • Sunnyvale, CA 94089
Program 1 is the main game program. Pro-
gram 2 is the data file needed to establish the
character set used in the game. (Please note that
due to the need to protect a block of memory for
the character set, the VIC version will run only on
the unexpanded VIC, Please remove any RAM
expansion cartridges.)
Carefully type in Program 1, check it for ac-
curacy, and SAVE it on tape. If you try to RUN
Program 1 at this time, it will want to input the
data from the data file which has not yet been
made. Next, type NEW and then type in Program
2. Be careful while typing in the numbers here, as
any slip up will result in ill-formed characters.
When you are certain that everything is right,
RUN Program 2. Your VIC will ask you to press
Record and Play before it starts writing the data
on the tape imn^ediately following the copy of
Program 1 . After a minute or so the screen will
display DATATAPE CREATED and the tape will
stop. It would be wise to save a copy of Program
2 a little farther down on the tape so that if you
need it again you won't have to retype all those
numbers.
Rewind the tape to the beginning of Program
1 and type LOAD. When the program has been
read in, type RUN.
Difficulty Levels
The first thing to appear on the screen is the in-
structions. You are asked to choose any of four
skill levels by pressing the appropriate function
key. The degree of difficulty is determined by
how fast the wizard pursues the knight. The EASY
level (Fl) presents a real challenge to the new-
comer. You can expect to be defeated quite often
while you are learning the finer points of the game.
The next levels, HARD (F3) and VERY HARD
(F5), are progressively difficult. The IMPOSSIBLE
level (F7) is only for the expert. You must be ex-
ceptionally alert and skillful with the joystick to
get into the castle at this level.
If you'd rather not type in this program, I'll
make copies (VIC version only). Just send a blank
cassette, self-addressed stamped mailer, and $3 to:
David Benin n
3W20N.E. Big Rock Road '
Diivall, WA 9S019
BEFORE TYPING...
If you're new to computing, please read ''How
To Type COMPUTEI's Programs" and "A
Beginner's Guide To Typing In Programs."
Program 1: Dragonmaster - Main Program
(unexpanded VIC]
100 PRINT " { CLR} " : IFPEEK C 7448 ) =60ANDPEEK ( 7
679)=160THEN125
60 COMPUTf! October 1963
105 PRINT "DATA BEING READ IN"
110 OPENl, 1,0, "DATATAPE"
115 FORD=7448T07679:INPUT#l,A:POKED,A:NEX
T
120 CLOSEl:POKE56,29
125 CLR : PRINT " { CLR ) { BLK } " : U=36a 78 : DR=1 5 : K
=2:JS=3 7154:P=7712:SW=0:S1=U-2:GOSUB2
00;GOSUB280
130 ZZ=7912:POKEZZ,35
135 POKEJS,127:V=PEEK(JS-2)AND128
140 E=-CV=0) 5pOKEJS-2,255:V=PEEK(JS-3)
145 S=-((VAND8)=0) :W=-( CVAND16)=0) :N=-( (V
AND4)=0) :SW=-( {VAND32)=0) : Q=P
150 IFSANDPEEKCP+22)=32THENP=P+22
155 IFWANDPEEK(P-1)=32THENP=P-1
160 IFNANDPEEK(P-22)=32THENP=P-22
165 IFEANDPEEK(P+1)=32THENP=P+1
170 POKEP+30720,0
175 GOSUB420:IFQ<>PTHENPOKEQ,32:POKEP,53
180 IFSWTHENG0SUB375
185 IFPEEK (P+1) =3 70RPEEK(P+1 )=60ORPEEK ( P-
1 )=42THENGOSUB330
190 IFPEEK { P+22 ) =370RPEEK { P+22 ) =60ORPEEK (
P+22)=42THENGOSUB330
195 GOSUB470:GOTO135
200 PRINT"{D0WNH5 spaces) DRAGONMASTER"
205 PRINT" (down) OBJECT; BLAST ALL": PRINT"
{right} DRAGONS AND ENTER{5 RIGHT) CAST
LE TO MARRY
210 PRINT "PRINCESS.
215 PRINT" [down) ZAP DRAGONS FROM THE
[2 SPACES} FRONT WITH FIRE BUTTON
220 PRINT" E DOWN) MUST DEFEAT PHANTOM" : PRIN
T" DRAGON LAST
225 PRINT: PRINT "PRESS; Fl-EASY" :PRINTTAB(
7) "P3-HARD"
230 PRINTTAB(7) "F5-VERY HARD" ; PRINTTAB (7 )
"F7-IMP0SSIBLE"
235 SL=15:GETA5:IFA$=""THEN235
240 IFA?<CHR? { 134 )0RA$ >CHR$ ( 136 ) THENPRINT
"{CLR} ": RETURN
245 IFA?=CHR$ (134) THENSL=1 0 : PRINT " [ CLR) " :
RETURN
250 1FA$=CHR$ (135) THENSL=6 : PRINT " £ CLR) " ; R
ETURN
255 SL=3 : PRINT"! CLR) ": RETURN
260 CL=INTCRND(1)*2)*2
265 CS=L+30720 : POKECS , CL : POKECS+1 , CL : POKE
CS+22 , CL:POKECS+23 , CL
270 P0KEL,M:P0KEL+1 ,M+1 :P0KEL+22,M+2:P0KE
L+2 3, M+3: RETURN
275 P0KEL,32:P0KEL+1, 3 2 :P0KEL+22 , 32 : POKEL
+23,32: RETURN
280 F0RI=1T0126:PRINT"{4 SPACES) "; :NEXT: P
RINT" {home} ":POKE3a905,0
285 POKEU+1,30:FORC=7424TO7431 :POKEC,0:NE
XT:POKEU-9,255
290 L=7888:M=45:CL=7:GOSUB265 :POKE3B629,C
L : POKE7909 , 49 : CL=4 : L=L-3 : M=60 : GOSUB26
5:F=36
295 FORX=7680TO7701 : POKEX, F:NEXT:FORX=770
2T08142STEP22 : POKEX , F : POKEX+2 1 , F : NEXT
300 F0RX=81 64T08185 : POKEX , F : NEXT : F0RX=1T0
X5:Z=INTCRND(1)*2)
305 READA:M=41:L=7726+A:IFZTHENM=37
310 GOSUB260:NEXT:POKEU,15:POKE7712,53:PO
KE7693,53:POKE7694,53
315 DATA 1,15,31,69,101,111,199,206,212,2
68,275,316,353,362,367
320 FORX=49TO52:POKE7909,X:POKES1, (X-44)*
28 : FORT=1TO1000 : NEXT : NEXT : GOSUB325 : RE
TURN
WE INTERRUPT THIS AD
TO BRING YOU THIS
IMPORTANT PROGRAM...
Now you could add your program to the rapidly a .
expanding list of MMG Software with MMG's Write J^ "^
Your Own Program ContestF Each nnonth a \.
program will be chosen and developed from ^
the entries and suggestions sent in by you ■■
and best of all, the winners will receive
royalties from the sale of their entry. ^
You don't have to be a computer whiz "^
to enter, so see your local retailer
who carries ATARI products for
details. FINAL FLIGHT is only one of \
the many exciting and useful ^^^
programs for the ATARI system ^
now available from MMG Micrg^^ >
Software that are designed W^^
with you in mind. At MMG,
we believe that people '
are as important as the '-. T
programs they use. ^^- •
r
micro software
P.O. Box 131 Marlboro. NJ 07746
(201)431-3472
ATARI ts a registered tratfemarK of ATA
325 POKEU,0:POKES1,0: RETURN
330 POKEU ,15: F0RF=1T02 : F0RX=1 30TO200 ; POKE
SI, X: NEXT
335 FORX=200TO130STEP-1:POKES1,X:NEXT:POK
EP,F+53:NEXT:GOSUB325
340 POKE7695-K, 36 :K=K-1 : IFK=-lTHEN455
345 POKEP,32:P=7712 : POKEP, 53 : RETURN
350 L=P-21 :M=56 :CL=0 :GOSUB265 :GOSUB400 :L=
P-21 :GOSUB275 : POKEU, 15
355 FORX=52TO49STEP-1:POKE7909,X:POKES1, (
X-44 ) *28 : FORT=1TO1000 : NEXT : NEXT : GOSUB
325
360 FORX=7907TO7909 : POKEX-1 , 32 ;POKEX+3072
0,0: POKEX , 53 : FORT=1TO1000 : NEXT :NEXT : P
OKEX,32
365 POKEU+1 , 59 : POKEU-9 , 240 : PRINT " { CLR} " : P
0KE214, 22: PRINT: PRINT" {4 RIGHT} AND TH
EY LIVED"
3 70 PRINT" {down} {2 RIGHT } HAPPILY EVER AFT
ER":GOTO460
375 CL=0 :X=PEEK ( P+1 ) : Y=PEEK ( P-1) : IFX=62AN
DDR=0THEN350
380 IFX0 39ANDY0 44THENRETUEN
385 IFX=39THENI,=P-21:M=56:GOSUB265
390 IFY=44THENL=P-24:M=56;GOSUB265
395 DR=DR-1
400 POKEU, 15 :FORX=250TO128STEP-1 :P0KES1 ,X
:NEXT:GOSUB325
405 IPPEEK{P+l)=5BTHENL=P-21:GOSUB275
410 IFPEEK{P-1)=59THENL=P-24:G0SUB275
415 RETURN
420 H=INT ( RND (l)*414)+7726: BB=INT ( RND ( 1 ) *
2) :X=PEEK(H)
425 IFX=37THENL=H:M=41:GOSUB260: RETURN
430 IFX=41THENL=H:M=37:GOSUB260: RETURN
435 IFH<>7731ANDH<>7822ANDH<>7874ANDH<>80
05ANDHO8106THENRETURN
440 IFX<>320RPEEK(H+l)<>320RPEEK(H+22)<>3
20RPEEK(H+23)<>32THENRETURN
445 I FBB=1THENL=H : M=3 7 : DR=DR+1 : G0SUB265 : R
ETURN
450 L=H : M=41 : DR=DR+1 : G0SUB26 5 : RETURN
455 POKEU-9 , 240 : POKEU+1 , 59 : PRINT" { CLR} " : P
OKE214,22:PRINT:PRINT"[3 RIGHT}THE DR
AGONS WIN"
460 FORX=1TO23:PRINT:FORT=1TO150:NEXT:NEX
T
465 POKEU+1, 27 :GOT0125
470 CW=tCW+l)AND7:IFCW=lTHENCW=2
475 POKEZZ+30720 , CW: CC=CC+1 : IFCC=SLTHEN48
5
480 RETURN
485 I2=INT( (2Z-7680}/22) :IP=INT( Cp-7680)/
22);NZ=INTUIZ+IP)/2)*22
490 N2=NZ+(P-IP*22+ZZ-IZ*22)/2:CC=1
495 IFPEEK(NZ)=32THENPOKEZZ,32:POKENZ,35:
GOTO510
500 IFPEEK(NZ)=53THENGOSUB330
505 RETURN
510 ZZ=NZ ; IFPEEK( ZZ+1 )=530RPEEK( ZZ-1 }=530
RPEEK(ZZ+22)=530RPEEKCZZ-22)=53THENGO
SUB330
515 RETURN
Program 2: Dragonmaster - Data Fire (for VIC)
1 OPENl,l,2, "DATATAPE"
2 READX: PRINT* 1,X:IFX=-1THEN4
3 G0T02
4 CLOSEl: PRINT "DATATAPE CREATED"
5 END
10 DATA60, 66, 165, 129, 153,165,66,60,170,85
62 COMPirtS! October 1983
,170,85,170,85,170,85,0,56,108,254,15
20 DATA15, 3 1,3 1,0, 0,0, 0,1, 6, 12, 152, 255, 63
,63,31,31,15,31,61,176,17 6,152,216,220
30 DATA252, 248, 224, 0,0, 0,0, 128, 96, 48, 25,0
,28,54,127,240,240,248,248,13,13,25,27
40 DATA59, 63, 31, 7, 25 5, 252, 252, 248, 248, 240
,248,188,0,0,84,124,108,56,56,189
50 DATA21, 31, 27, 31, 14, 14, 14, 94, 255, 255, 25
5,255,170,255,255,0,254,254,254,254,17
0
60 DATA254, 254, 0,0, 0,0, 0,0, 0,25 5, 0,0, 0,0,
32,24,6,1,0,0,0,16,8,4,2,1,0,0,8
70 DATA4, 4, 2, 2, 1,0, 24, 126, 90, 2 19, 24, 36, 66
,195,0,24,60,90,24,36,0,0,0,0,0
80 DATA24, 24, 0,0, 0,16, 0,2, 72, 2, 21, 75, 21,1
30,16,64,162,72,160,90,224,7,42
90 DATA133, 18, 5, 32, 4, 0,168, 210, 168, 64, IB,
64,8,32,0,40,68,82,5,10,21,10,0,0,0,0
100 DATAl, 2, 4, 16, 85, 42, 21, 10, 21, 10, 21, 40,
128,144,0,144,72,164,80,160,-1
A dragon turns to dust in "Dragonmaster," VIC version.
Program 3: Dragonmaster - 64 Version
Translation by Chus Metcclf, Programming Assistant
1000
1010
1020
1030
1040
1050
1060
1070
1080
1090
1100
1110
1120
1130
1140
1150
1160
PRINT" { CLR } E7 3 " : POKE53 280 , 14 : POKE5
3281,6
IFPEEK( 14846 )=80ANDPEEK{ 14847 )=160TH
EN1070
PRlNTTAB(14)"l8 DOWN} PLEASE WAIT": PR
INTTAB(11}"DATA BEING READ IN"
F0RI=1T024 : READA : NEXT
FORD=14616TOl4847:READA: POKED, A:NEXT
POKE52,57:POKE56,57
REM RESTART PROGRAM
CLR : PRINT " { CLR} E 7 3 " : DR=24 : K=2 : P=10
84 : 51=54276 : 32=54283 :GOSUB1260 : GOSUB
1490
P0KES2-1 , 3 : P0KES2+1 , 8 : POKES2+2 , 0
ZZ=1446:POKEZZ,35:GR(0)=1;GR{1)=12:G
R(2)=11:GR(3)=0:GRC4)=11:GR(5)=12
V=31-PEEK(56320)AND31:Q=P
IFVAND2 ANDPEEK ( P+40 ) =3 2THENP=P+40
IFVAND4ANDPEEK ( P-1 ) =32THENP=P-1
IFVANDIANDPEEK ( P-40 ) =3 2THENP=P-40
IFVAND8ANDPEEK ( P+1 ) =3 2THENP=P+1
^Mm
WARNING 1'.
This Q--- y^iett as
strategy as v»
•^■SlfiVi'^TSS
y^
.■r&Ol 400/600/800'
r
CASSETTE
DISK
3^,S.MAX^NELL-"^
T. LYNDON
'Jrif-'i;, ^Sii^?;
T-^''"??;?!'^
32K-DISK o
<E24.95
Games are 100%
machine 'ana^Bfle
,or supeHBSt
action-
rffl
^>
-r!^s":s';5'
roptice'orc«uec.u.-
Dealer inquiries'
nuited-
CA S'iSO'i
•Atari'', "Commodore", and ■TRS-BO" are trademarks ot Atari Inc.. Commodore Inc.. and Tandy Corp. respectively.
1170 POKES2,8:POKEP+54272,GR(GR) :GR=GR+1 :
IFGR=6THENGR=0
1180 GOSUB1930:IFQ<>PTHENPOKEQ,32:POKEP,5
3 : P0KES2 , 65 : POKES2-3 , 3
1190 IFVAND16THENGOSUB1800
1200 IFPEEK ( P+1 ) =370RPEEK C P+1 ) =60ORPEEK ( P
-1 )=42THENGOSUB1640
1210 IFPEEK ( P+40 ) =370RPEEK ( P+40 ) =60ORPEEK
( P+40 ) =4 2THENGOSUB1 640
GOSUB2090 : GOTO1120
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
REM INSTRUCTIONS AND SKILL LEVEL
PRINTTAB(8) "*** 64 DRAGONMASTER ***"
PRINT" {2 down} OBJECT: BLAST ALL DRA
GONS f^D ENTER"
PRINT" {2 SPACES} THE CASTLE TO MARRY
{space} THE PRINCESS."
PRINT" {2 down} zap THE DRAGONS FROM
{space} THE FRONT WITH"
PRINT "{2 SPACES] THE FIRE BUTTON, BU
T STAY AWAY":PRINT"C2 SPACESJFROM TH
EIR HEADS J "
PRINT" {2 down! you MUST ELIMINATE PH
ANTOM DRAGON LAST"
PRINT" [2 DOWN] [2 SPACES}PRESS: Fl —
EASy":PRINTTAB(9) "{doWN}F3 — STAND
ARD"
PRINTTAB(9) "{D0WN}f5 — VERY HARD":P
RINTTAB(9)"{D0WN)F7 — EXTREMELY HAR
D"
SL=15 : GETA$ : IFA$=" "THENl 340
IFA? < CHR? ( 1 34 J ORA$ > CHR$ { 136 ) THENPRIN
T"{CLR] ": RETURN
IFA$=" { F3 } "THENSL=10 : PRINT" { CLR} " : RE
TURN
IFA$= " { F5 } "THENSL=6 : PRINT " [ CLR} " : RET
URN
SL=3 : PRINT " I CLR] " : RETURN
REM DRAW AND ERASE DRAGONS, ETC.
CL=INT ( RND{ 1 ) *2 ) *2
CS=L+54272:P0KECS,CL:P0KECS+1,CL;P0K
ECS+40 , CL : POKECS+41 , CL
1440 POKEL , M: POKEL+1 , M+1 : POKEL+40 , M+2 : POK
EL+41,M+3: RETURN
1450 POKEL , 32 : POKEL+1 , 32 : POKEL+40 ,32: POKE
L+41, 32: RETURN
1460 :
1470 :
1480 REM INITIALIZE PLAYFIELD, DRAGONS
1490 POKE53265,0:POKE53280,6
1500 POKE53281 , 0 : PRINT " { CLR} " : POKE532B1 , 1
5 : FORC=145 92T0145 99 : POKEC , 0 : NEXT : CL=
11
1510 L=1404:M=45:GOSUB1430:POKE1443,49:L=
L-3 : M=60 : GOSUB1430 : F=36
1520 FORX=1024TO1063:POKEX,F:NEXT:FORX=10
64T01 944STEP40 : POKEX , F : POKEX+39 , F : NE
XT
1530 FORX=1984TO2023 : POKEX , F : NEXT : F0RX=1T
024 : Z=INT ( RND ( 1 } *2 )
1540 READA:M=41:L=1106+A:IFZTHENM=37
1550 GOSUB1420:NEXT:POKE53272,31:POKE1084
, 53 :POKE1047 , 53 :POKE1048, 53
1560 DATA 1,30,65,82,91,138,203,222,234,3
01,329,345,401,412,424,456,536
1570 DATA 550,567,632,690,706,724,734
1580 P0KE54296, 15 :POKE54277 , 138 :P0KE5427a
,0:POKE53265,27
1590 F0RX=49TO52:P0KE1443,X:POKE54273, (X-
M COMPUTE October 1983
Dragon master For
The 64 And Atari
Chris Metcolf, Programming Assistant
Tlie Connmodore 64 version of "Dragon-
master" runs much the same as the VIC ver-
sion. However, the colors are somewhat
different. You will find that you are a flashing
figure in shades of gray, a feature which could
not be implemented on the VIC due to the
memory shortage. The pursuing wizard
flashes all the colors of the rainbow (magic!)
and, by his mystic powers, pursues you by
always halving the distance between you. If
at any point his leap brings him to within
one square of you, you're finished.
The dragons are the main obstacle in
your chivalrous adventure. To eliminate a
dragon, you have to move directly in front of
his stomach and press the fire button. The
dragon will disappear. The phantom dragon
guarding the gates must be dispatched last.
You will find that the dragons do move about
and change color now and then, but this is
only restlessness. In addition, a dragon will
occasionally appear from nowhere to test
your mettle.
The programming techniques involved
in this version, as in tine VIC version, are
fairly straightforward. Programmable char-
acters are used for dragons, castle, walls,
knights, wizard, etc. The data for these char-
acters is stored from 14336 to 16384, although
the program uses only a part of this. The
characters are put on the screen by POKEs,
as are their colors (the color screen on the 64
is from 55296 to 56295). Simple sounds are
created using two voices of the SID chip.
Voice one controls dragon and the knights
elimination as well as drawbridge noises;
voice two maintains the movement noise.
The Atari version also employs pro-
grammable characters (the same data, in
fact), located in the block of 512 bytes below
the top of your available memory. The colors
used are somewhat different. The castle and
outside walls, the dragons, the wizard, and
the knight each use different color registers,
Graphics mode 1 is used to simulate the
VlC's 22-column display as closely as pos-
sible. The sound used is simple Atari sound.
However, the program is basically the same
as the VIC version in terms of play.
f^^ '>>>^. uinE Y"^^ vo«
Yo&j Won't Just Sit There
ARCADE ACTION AT ITS VERY BEST
Snow Cave
Ice Lasers
When you help SNOKtE rescue his girlfriend CARA, the action really starts! CARA, held captive by the GRODIES, needs to be
rescued - now! It won't be easy. SNOKIE will face all the natural perils of the arctic including snow-boulders, glacier crevasses,
moving ice-blocks and falling icicles. Also there are ice lasers and cold rays, installed by the GRODIES. Take the challenge.
Go for itj
ATARI
400/600/800/1200/1400/1450
1BK TAPE or 3ZK DISK
S34.gS
by: Y. LEMPEREUR
Game design: A. Marsily
^
ainsoFT
i^^
28611 Canwood St., Agoura, CA 91301
[213] 991-6540
Dealer inquiries inuited.
"Atari" and -'Commodore" are trademarks ol Atari Inc., and Commodore inc. respecliveiy.
COMMODORE 64
Tape or Disk
534.95
by: T. Lyndon
If unavailable from
your local dealer, send
$34.95 plus 52.00 shipping.
WW0^-:.C
48)*10:POKES1,8!POKES1,17
1600 FORT=1TO800: NEXT: NEXT :GOSUB1680;RETU
RN
1610 :
1620 :
1630
1640
REM PHANTOM DRAGON DIES, VICTORY
FORF=lT02 : POKES! , 8 : POKESl , 33 : FOEX=0T
O40STEP.8:POKE54273,X:NEXT
POKESl , 8 : POKESl , 33 : FORX=40TO0STEP- . 8
:POKE54273,X:NEXT
POKEP , F+5 3 : NEXT : POKESl , 8
POKE1049-K,36:K=K-1:IFK<0THEN2030
POKEP , 3 2 : P=l 084 : POKEP ,53: RETURN
L=P-39 : CL=1 :M=56 :GOSUB1430 :GOSUB1860
:L=P~39:GOSUB1450: POKES 3272, 31
POKE54277 , 138 :POKE54278, 0
F0RX=5 2T049STEP-1 : P0KE1443 , X : POKESl ,
8:POKESl,33:POKE54273, (X-4B)*10
FORT=1TO800 : NEXT : NEXT : POKESl , 8
FORX=1441T01443:POKEX-l,32:POKEX+542
72,1:POKEX,53:FORT=1TO800:NEXT:NEXT
PRINT" ICLR] " : POKE53280 , 7 : POKE53281 , 7
POKE53272,21 iPRINT" [CLRJ £2^ "TAB{13
)"{22 DOWN] AND THEY LIVED"
PRINTTAB(ll) "{DOWNJHAPPILY EVER AFTE
R":GOTO2050
1650
1660
1670
1680
1690
1700
1710
1720
1730
1740
1750
1760
1770
1780
1790
1800
1810
1820
1830
1840
1850
1860
1870
1880
1890
1900
1910
1920
1930
1940
1950
1960
1970
1980
1990
2000
2010
2020
2030
2040
2050
2060
2070 :
2080 REM THE EVIL WIZARD MOVES
2090 CW= ( CW+1 ) ANDl 5 : IFCW=1 5THENCW=0
2100 CC=CC+1 :POKEZZ+54272 , CW: IFCC<>SLTHEN
RETURN
2110 IZ=INT( (ZZ-1024)/40) :IP=INT( (P-1024)
/40) :NZ=INT( (lZ+IP)/2)*40
2120 NZ=NZ+(P-IP*40+ZZ-IZ*40)/2:CC=1
2130 IFPEEKCNZ)<>32THENRETURN
66 COMPUTE! October 1983
REM ELIMINATE A DRAGON
CL=0:X=PEEK(P+1}:Y=PEEKCP-1J :IFX=62A
NDDR=0THEN1690
IFX0 39ANDY0 44THENRETURN
IFX=39THENL=P-39 :M=56 :GOSUB1430
IFY=44THENL=P-42 :M=56 :GOSUB1430
DR=DR-1
POKESl , 8 : POKESl , 129 : FORX=20TO0STEP- .
25 : POKE54273 , X : NEXT : POKESl , 8
IFPEEK(P+1)=58THENL=P-39:GOSUB1450
I FPEEK ( P-1 ) =59THENL=P-42 : GOSUBl 450
RETURN
REM TURN DRAGON / CREATE A NEW ONE
H=INT(RND(1J*835)+1106:L=H:BB=INT(RN
D(l)*2) :X=PEEK(H)
IFX=37THENM=41 : GOSUB1420 : RETURN
IFX=41THENM=3 7: GOSUBl 420: RETURN
IFRNDC1)> .033THENRETURN
FORI=-80TO120STEP40 : FORJ=-2T03 : IFPEE
K(H+I+J) 0 32THENRETURN
NEXT : NEXT : M=41 ; DR=DR+1 : IFBB=1THENM=3
7
GOSUB1420 : RETURN
REM THE DRAGONS HAVE WON
PRINT"[CLR)":POKE53280,2:POKE53281,2
POKE53272,21:PRINT"{CLR]g33"TABCl3
)"{24 DOWNJTHE DRAGONS WIN"
FORX=1TO23:PRINT:FORT=1TO150:NEXT:NE
XT:POKE53280,14:POKE53281,6:GOTO1080
A knight zaps a dragon in "Dmgoivnaster," 64 version.
2140 POKEZZ, 32 : POKENZ, 35 : ZZ=NZ :P0KEZZ+542
72, CW
2150 ZZ=NZ:IFPEEK(ZS+1)=530RPEEK(ZZ-1)=53
ORPEEK( ZZ+40 )=53THENGOSUB1640
2160 IFZZ> H03ANDPEEK( ZZ-40 ) =53THENGOSUBl
640
2170 RETURN
2180 :
2190 :
2200 DATA60, 66, 165, 129, 153, 165, 66, 50, 170,
85,170,85,170,85,170,85
2210 DATA0, 56, 108, 254, 15, 15, 31, 31, 0,0, 0,0
,1,6,12,152
2220 DATA255, 63, 63, 31, 3 1,1 5, 31, 61, 176, 176
,152,216,220,252,248,224
2230 DATA0, 0,0, 0,128, 96, 48, 25, 0,28, 54, 127
,240,240,248,248
2240 DATA13, 13, 25, 27, 59, 63, 3 1,7, 255, 252, 2
52,248,248,240,248,188
2250 DATA0, 0.84, 124, 108, 56, 56, 189, 21, 3 1,2
7,31,14,14,14,94
2260 DATA255, 255, 255, 255, 170, 255, 255, 0,25
4,254,254,254,170,254,254,0
2270 DATA0, 0,0, 0,0, 0,255, 0,0, 0,0, 32, 24, 6,
1,0
2280 DATA0, 0,16, 8, 4, 2, 1,0, 0,8, 4, 4, 2, 2, 1,0
2290 DATA24, 126, 90, 2 19, 24, 36, 66, 195, 0,24,
60,90,24,36,0,0
2300 DATA0, 0,0, 24, 24, 0,0, 0,16, 0,2, 72, 2, 21
,75,21
2310 DATAl 30, 16, 64, 162, 72, 160, 90, 224, 7, 42
,133,18,5,32,4,0
2320 DATA168,210,168,64,18,64,8,32,0,40,6
8,82,5,10,21,10
2330 DATA0, 0,0, 0,1, 2, 4, 16, 85, 42, 21, 10, 21,
10,21,40
2340 DATA128,144,0,144,72,164,80,160
Program 4: Dragonmaster- Atari version
Translation by Chris Metcolf, F'rogramming Assistant
1000 GOSUB Z270:PQKE 77,0;POKE 752,1
: SC = PEEK <8B) +PEEK (89) »256
1010 CH=PEEK (742) *2S6-1024
1020 IF PEEK (CH+24) =60 AND PEEK(CH+2
55)=160 THEN 1060
1030 POSITION 4,9:PRINT #6; "PLEASE W
AIT":PRINT #6sPRINT «6;" DATA B
EING READ IN"
'VE
GOT TO DIG
DEEP TO FIND
A MORE
EXCITING GAME
THAN
MINER 2049ER:
Now, Reston brings Commodore VIC-20"
and Commodore 64" owners one of the hottest
home computer games ever created — Miner
2049er" Help the legendary Mountie, Bounty
Bob'" chase the dastardly Yukon Yohan through
an obandoned uranium mine — all ten levels of
it. But you've got to avoid the deadly radiooc-
tive mutants. And watch out for pulverizers,
explosives, slides ond foils. And grab all the
treasure you can along the way. And beat the
clock. Any computer game you've played up to
now has just been practice for Miner 2049©^'"
It's fast and furious, a gold mine of action for
the serious computer gamer. And Commodore
VIC-20'" and Commodore 64" owners can get it
only from Reston.
A Creative Pastime " from /i
Ke^tot :>o^ytfan.t
A Prentice-Hall Company
11480 Sunset Hills Rd. Reston, VA 22090
Available at your local computer retailer or call us at
(800) 336-0338.
Commodore VIC-20 and Commodore 6^ ore
registered -trademarks of Commodore Computer, inc.
Miner 2049er and Bounty flab are registered trademarks a( Big Five Software.
,^.M:..u.,. ...... .msmms&m mi- ^.i^c^ius^:.
RINT #6:
tS SPACEB>
-t*^iir-Mir
'Dragonmaster , " Atari version.
1040
1050
1060
1070
1080
1090
1 100
1110
1 120
1130
1140
1150
1 160
1170
tlB0
1190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
AND PEE
PEEK (P+1
P,53
AND PEE 1490
FOR 1=1 TO 15:READ A:NEXT I : FOR
D=CH+24 TO CH+255:READ fl:POKE
D,A:NEXT D
REM
REM l;iife*rf:l:>J::;ftM;T;1g
RESTORE : DR=15:K=2: P=BC+30: GR=0
; CW = 0
GOSUB 1240:6OSUB 1450
ZZ=SC+212:POKE 22,35+192
REM
V=15-STICK (0) : Q=P: V=V/2
IF V<>INT<V) AND PEEK(P-20)=0 T
HEN P=P-20
V=INT CV) /2: IF V<>INT<V)
K<P+20)=0 THEN P=P+20
V=INT (V) /2: IF V<>INT(V)
K(P-1)=0 THEN P=P-1
V = INT (V) /2: IF VO0 AND
)=0 THEN P=P+1
IF OOP THEN POKE Q,0:PDKE
+12B:S0UND 1,100,6,15
GOSUB lBa0:SOUND 1,0,0,0
IF STRIG(0)=0 THEN GOSUB 1760
IF PEEK(P+1)=37 OR PEEK(P+1)=60
+64 OR PEEK(P-1)=42 THEN GOSUB
1590
IF PEEK (P+20) =37 OR PEEK(P+20)=
60 + 64 OR PEEK (P + 20) =42 THEN GOS
UB 1590
GOSUB 2020:GDTO 1110
REM
REM H:fe*<;llI^**iJ.i-M:i;i>^fc>:*i<WiWW=t.'Ja
I!
GOSUB 2270: POSITI DN 4,i:PRINT #
6: "P!IJ^t-t.1t':.T^t--4TJB" : PRINT #6: PRINT
#6
MiHlsOii BLAST ALL":
■■ DRAGONS AND ENTER"
■• CASTLE TO RESCUE"-. PR
PRINCESS. ": PRINT #6; PR
1310 PRINT #6;"<:3 SPACES!
BT": PRINT #6;"<3 SPACES>|
EE^a?IE" :SL=15: GR = 0
1320 A=PEEKC764) : IF PEEK ( 764 ) =255 TH
EN GR=GR+0. 4; GR=GR- (eR>=256) *25
6+( INT(GR)=198) ;POKE 711,INT(GR
) : GOTO 1320
1330 POKE 764,255:GOSUB 2270:POKE 75
6,CH/256:IF A=30 THEN SL=10:RET
URN
IF A=26 THEN SL=6: RETURN
IF A=24 THEN SL=3: RETURN
RETURN
REM
REM
DRHW flMD ERRSE DRflGOMS . ETI
CL = 0
caL=CL»64
POKE L,M+COL:POKE L+1,
OKE L+20,M+2+COL: POKE
COL; RETURN
POKE L,0;POKE L+1,0;POKE L+20,0
:POKE L+21,0:RETURN
REM
REM
1340
1350
1360
1370
1380
1390
1400
1410
M+l+COL: P
L+21,M+3+
1420
1430
1440
1450
1460
1470
1480
PRINT #6;
PRINT #6;
PRINT #6;
INT #6;
INT #6
PRINT #6;
RINT #6;"
Barn: dragons from":p
FRONT WITH BUTTON.":?
RINT #6:PRINT tt6
PRINT #6;" ELIMINATE HmEIEE" :
PRINT #6;" lJ:T:Trfii: LAST. "
PRINT #6:PRINT #6
PRINT #6;"C3 ■^ParFRi iM-MJ.tar" : P
1500
1510
1520
1530
1540
1550
1560
1570
1580
1590
1600
1610
1620
1630
1640
1650
1660
1670
1680
1690
IHITIHLIZE plrvfj:ei-i> drrgo
a
GOSUB 2270:POKE 756,CH/256
FOR C = CH TO CH + 7:POI<E C,0:NEXT
CiCL=l
L=SC+190: M=45: GOSUB 1400:POKE S
C+209, 49+64: L=L-3j M=60: GOSUB 14
00: F=36+128
FDR X=SC TO SC+19:P0KE X,F:NEXT
X:FOR X=SC TO SC + 460 STEP 20: P
OKE X,F;POKE X+19,F:NEXT X
FOR X=SC+460 TO SC+479:P0KE X,F
iNEXT X:FOR X=l TO 15:Z=INT<RND
( 1 J «2)
READ A: M=41 : L=SC+42+A: IF Z THEN
M = 37
GOSUB 1390rNEXT XsPOKE 756,CH/2
56:P0KE SC+30 , 53+ 1 28 : POKE SC+13
,53+128:P0KE SC+14, 53+128
DATA 1,14,31,69,101,111,200,206
,212, 268, 274, 314, 353, 362, 367
FOR X=49 TO 52:POKE SC+209,X+64
FOR T=l TO 75:S0UND 0,(S4-X)«40
, 10, 15-T/5:NEXT TiNEXT X
GOSUB 1630
RETURN
REM
REM m^>*^^ii;i.M:l;; Wh^W M |i| I
FOR F=l TO 2:F0R X=150 TO 80 BT
EP -1:B0UND 0, X , 1 0, 1 5 : NEXT X
FOR X=80 TO 150:SDUND 0,X,10,15
:NEXT X:SOUND 0,0,0,0
POKE P, F+53+ 12B: NEXT F
POKE SC+15-K, 36+128: K=K-1 : IF K<
0 THEN 1970
0: P=SC+30: POKE P, 53+128:
PHOMTOM DRHGOH DIE3 J UICTOl
POKE P,
RETURN
REM
REM
D
L=P-19: CL=0: M=56:G0SUB 1400
GDBUB 1820: L=P-19: GOSUB 1420
FOR X=52 TO 49 STEP -1:P0KE SC+
209,X+64:FOR T=l TO 75
SOUND 0, (54-X) «40, 10, 15-T/5: NEX
T T:NEXT X
68 COMPUTl! October 1983
AiGSoftwcae
fiihosthe , ^
iGomeWon
' 11 : riw's defense ^orcej-JJe^^^^^^^^ ^.^^ ^,gh, leve^s^^^^^ ^^^^^
0. 600, 12C
1 yourself.
, for hours.
thef^exttimeyourerea
for you! ,
, TO outmoneu-
NlGHTSTRll^E
CAToriVersionl
Oneortwoployers
i6K Required
. ^ •'•«5!^
„.HT.T.mEcn.0.O,CSo.e.
.VJ^
DROIDS
S^ieS^ofploy
Oneo'tv.oployers
.^,ori 400.600 «'^'* i^!;
ol Aiori. inc.
.»VlC20i3atTode(tiarkof
Com«.odOTe0ec.ro.^ics.
1700
1710
1720
1730
17A0
1750
1760
1770
1780
1790
1800
1810
1820
1830
1B40
1050
1860
1870
1880
1B90
1900
1910
1920
1930
1940
1950
1960
1970
1980
1990
2000
2010
2020
2030
2040
2050
2060
2070
2080
2090
2100
21 10
FOR X=SC+
,0:POKE X
NEXT T:Ne
GRAPHICS
LOR 2,2,6
POKE 756,
NT "AND T
PRINT : PR
EVER AFT
REM
REM
CL-0Z X=PE
X=62-t-64
IF X<>39
IF X=39 T
1400
IF Y=44 T
1400
DR=DR-1
REM
FOR X=200
5:NEXT X:
IF PEEK(P
UB 1420
IF PEEK<P
UB 1420
RETURN
REM
REM
H=INT (RND
INT(RND(1
207 TO 5C+209:POKE X-1
,53+12a:F0R T=l TO 75:
XT X
0:SETCOLOR 4,2,6:SETC0
: SETCQLOR 1,1,2
224:P0SITIDN 13,23:PRI
HEY LIVED"
INT "<9 SPACES>HAPPILY
ER":GOTD 1990
ELXMINHTE R DRRGO
EK <P+1 ) :y = PEEK(P-l > : IF
AND DR=0 THEN 1660
AND Y044 THEN RETURN
HEN L=P-19: M=56: BDSUB
HEN L = P-22: M=56: GOSUB
TO 255:S0UND 0,X,10,1
SOUND 0,0,0,0
+1)=58 THEN L=P-19:GOS
-1)=59 THEN L=P-22iGOS
TURN DRRGON, CRERTE HEH ON
(1) t396)+SC+42:L=H:BB=
) «2) : X=PEEK(H)
IF X
TURN
IF X
TURN
IF R
FOR
2 TO
RN
NEXT
B=l
BOSU
REM
REM
GRAP
LOR
POKE
NT "
POKE
: FDR
TO 1
REM
REM
CW = C
6
POKE
HEN
IZ=I
> /20
NZ = N
s IF
1590
IF P
POKE
IF P
+ 20)
8 TH
IF Z
128
RETU
REM
=37 THEN M=41:G0SU
=41 THEN M=37:B0SU
ND ( 1 ) >0. 033 THEN R
I=-40 TO 60 STEP 2
3: IF PEEK (H+I+J>
J:NEXT I:M=41:DR=
THEN M=37
B 1390: RETURN
B 139a:RE
B 1390:RE
ETURN
0:FOR J=-
THEN RETU
DR+1 : IF B
2120
2130
2140
2150
2160
2170
21B0
2190
2200
2210
2220
2230
2240
2250
2260
2270
THE DRRQONS HRUE HO
HICS 0:SETCOLOR 4,
2, 4, 4: SETCOLOR 1,4
756, 224: POSITION
THE DRAGONS WIN"
752, 1 : FOR X=l TO
T=l TO 35:NEXT T:
060
4, 4:SETC0
,8
13, 23: PRI
23: PRINT
NEXT X:GO
THE EMIU HXZRRD MOUE3
W+7:1F CW>255 THEN
71 1 ,CW:CC = CC+1 : IF
RETURN
NT ( ( ZZ-SC ) /20) : IP =
) : NZ=INT < C I Z + IP) /2
Z+CP-IP»20+ZZ-IZ«2
PEEK (NZ) =53+12B TH
CW=CW-25
CCOSL T
INT < fP-SC
) »20
0) /2: CC=1
EN GOSUB
iN
92: 2Z=NZ
)R PEEKCZZ
1 ) =53+12
EEK(NZ) THEN RETURI
ZZ,0:POKE NZ,35+1
EEK ( ZZ+ 1 ) =53+ 128 Ol
=53+12B OR PEEKCZZ
EN GOSUB 1590
Z>SC+39 AND PEEK CZZ-20) =53+
THEN GOSUB 1590
RN
r.l!M:r;T.H4:1>T:^J:
DATA 60, 66, 1
0, 170, 85, 170
DATA 0, 56, 10
,0,0,0, 1,6, 1
DATA 255,63,
76, 176, 152, 2
DATA 0,0,0,0
54, 127, 240, 2
DATA 13, 13,2
52, 248
DATA 0,0,84,
1 ,31 ,27, 31 , i
DATA 255,255
5,0. 254, 254,
,0
DATA 0,0,0,0
,24, 6,1,0
DATA 0,0, 16,
,2,1,0
DATA 24, 126,
, 0, 24, 60, 90.
DATA 0,0,0,2
2,2,21,75,21
DATA 130, 16,
4, 7, 42, 133, 1
DATA 168,210
0, 40, 68, 82, 5
DATA 0,0,0,0
10,21, 10,21,
DATA 128.144
0
GRAPHICS 17:
COLOR 0,0,0:
COLOR 2,4,25
65, 129, 153, 165, 66, 6
, 85, 170, 85, 170, 85
B, 254, 15, 15.31,31,0
2, 152
63, 31, 31, 15,31,61, 1
16,220, 252,248, 224
, 128,96, 48, 25, 0,28,
40, 248, 24B
5, 27, 59, 63, 31,7, 255
, 248, 240, 248, 188
124, 108, 56, 56, 189, 2
4, 14, 14, 94
, 255, 255, 170, 255, 25
254, 254, 170, 254, 254
,0,0, 255, 0,0, 0,0, 32
B,4,2, 1,0,0,8,4,4,2
90, 219, 24, 36, 66. 195
24, 36, 0, 0
4,24,0,0,0, 16,0,2,7
64, 162, 72, 160, 90, 22
8,5,32,4,0
, 168, 64, 18, 64, 8, 32,
, 10,21, 10
, 1 , 2, 4, 16, 85, 42, 21 ,
40
, 0, 144, 72, 164, 80, 16
SETCOLOR 4,12,6:SET
SETCOLOR 1,0,10:SET
RETURN O
ATARr40(r
AND 800*
OWNERS
Question #6:
How can you have 64K
RAM and complete
compatibility with all Atari
products?
A. Weld 3 computers together
B. Drugs
C. The Mosaic 64K RAM Select
D. Exercise
E. All of the above
ZOfiE-ZtS-OOS-l
]\e3 'is\esQ 3IVSOW I^WE'Iu jnoX pup uoni'uijojui
3JOIU joj agqeiieAE puiif sji jo uia)sXs Xjouidiu paouPApp
70 COMPUTE! October 1983
Let your Atari experience the
mpp
iViPP-1150 Printer interface
Replaces Atari 850™ Interface Module.
Compatable with all software [including Visicalc™,
Text Wizard™, Rlemanager 800™, etc.].
5 foot cable with Centronics plug [compatible with Epson,
NEC, Prowriter, etc.].
2 year warranty.
Connects to serial bus on connputer.
Supports serial printer with additional cable.
Works on ALL Atari Computers.
only
MPP-1
III
IVioclem
• No Atari 850™ Interface Module needed
• Smart Terminal Software on Cartridge.
• Direct Connect to Phone Line.
• Connects to Joystick Port.
• Works on ALL Atari Computers.
Smart Terminal Features:
• Multiple Buffers
• Off-LJne Editing
• Upload/Download of Text
and Programs
• Rjil/Half Duplex
• Supports XMODEM Protocol
9viitpJiO^
MPP-1000C
Mod am
qO Q o L.
• ASCII/ATASCII Translation
• Allows Transfer of RIes
Larger than Memory
• Variable Baud Rate
• Parity Options
• 1 00% Machine Language
new
lo\A/ price
miCROBITS PERIPHERAL PRODUCTS
225 W. Third Street • Albany, Oregon 97321 • (503] 967-9075
Moving Maze
Matt Giwer
Can you maneuver through "Moving Maze" while
fighting time and avoiding the relentless pursuit of the
Rover? Impossible? Try it and see. Written for the Atari
with joystick, versions are included for the unexpanded
VIC (joystick optiottal) and the 64 with joystick.
During a stop for refueling on an out-of-the-way
planet, you meet a mysterious old man who offers
you the key to a fantastic treasure buried deep
within a mountain. Many have tried to get to it,
but all have been stopped by the unspeakable
Rover of the Maze. The old man has the master
control to a moving maze which guards the treas-
ure. With his dying gasp he puts it in your hand.
It looks like an antique Atari joystick. "Push the
button," he says, "and you will control the maze."
Never being one to pass up an adventure, you
start off toward the mountain.
When you get there you find yourself on one
side of a slowly moving maze. Every once in a
while the dark red Rover passes your way. If you
push the button on the joy-
stick, the maze speeds up;
if you release the button,
the maze slows down.
Armed with that secret
you enter the maze. To
get the treasure you
must move as far as you
can to the right side of
the screen.
Game Movement
"Moving Maze" uses
Player/Missile Graphics
with string manipulation.
The heart of the game is
the technique in lines 2210
and 2217. This routine
scrolls the dimensioned
PM$ RAM that is devoted
to Players 1, 2, and 3. In
72 COMPUTE October 1963
A ship is about to enter the maze in the VIC version of
"Moving Maze."
this game the vertical yellow lines that form the
maze are these players. The speed is controlled
by lines 2400 and 2410, where the scrolling is in-
creased or decreased with each pass through the
loop.
You move verticall)' and horizontally with a
joystick. The difference in the two motions is that
you can move horizontally only one increment at
a time. This is controlled by setting and unsetting
the flag (Fl) in lines 2300, 2301, and 2305, and is
necessary due to the speed with which the pro-
gram executes and the lack of sensitivity of the
Atari joystick. Without this flag, it is too easy to
move two steps at once and crash into a wall.
Hitting a maze wall costs you one life and
sends you back to the start. If the Rover runs over
you, it costs you two lives (but sometimes you
will be lucky and lose only one and not be sent
back to the beginning). You have five lives to lose.
Your final score will be 300 points, less one point
per second it takes you to get through, plus 100
points for each life you have left when you finish.
The maximum score is 800
points, but it is impos-
sible to achieve. A good
score is 750.
Obstacles
The first difficulty is
maneuvering through
the walls of the maze,
which are set up in the
subroutine at the 5000
lines. Note that in line
55 the PM$ was not
cleared to all blanks but
was set to 146. This
turned on bits 1, 4, and
7, which are those cor-
responding to 2, 16, and
128, respectively. Thus
their sum, 146, is put into
frtmBf:-^^^^0^1'^:0^^^^
In the flash of one second,
Delta-10 can print
the alphabet six times.
At 160 cps, 100% duty cycle, Delta-10 is
built for speed. It's the dot matrix printer that
quickly strikes up an intense working relation-
ship with your computer.
There's no nonsense. Delta-10 performs
with serial and parallel interfaces as standard.
The 8K buffer gives Delta-10 the 1 1
power to instantaneously store and
print data as it frees your computer
to continue its job. Turn Delta on
m
microoici'inc
THE POWIR BEHIHD THE PRINTED WORD.
Computer Peripherals Division
P.O. Sox 612186. Dalias/FI. Wof Ih Airport, TX 75261
and it can print three crisp copies simul-
taneously at the continuous speed of
160 cps.
And Delta-10's performance isn't only meas-
ured in swiftness. There's the diversity of its
character fonts, its true descender matrix,
and its underlining ability
3/ Star's new Delta-10. Designed
^ for red-hot efficiency And isn't
that what you need?
fn
i
n
JS&DDOS
\iasi^
FORCE
^-p-
BusGard^
NEW!
BusCard allows you to expand the
capabilities of your Commodore 64.
It gives you. easy to use "BASIC 4"
commands and the fast IEEE interface
for access to the Commodore Business
Machines line of peripherals, including
high capacity dual drives and hard disk
systems, irnlike other interfaces,
BusCard is fully compatible with
software. Wo need to buy a printer
interface — BusCard Includes a
Centronics printer port. Serial
and user po]7ts remain
available for modem and
serial peripherals. Plus:
machine language
monitor, complete
documentation and a
one year warranty.
S199
Paperclip^**
Professional Word Processor
For Commodore 64 and CBM/SuperPet
"Absolute^ t±Le most veraatUe word processor I
have seen." Midnight Software Gazette March/April, 1933
"... a veiy powerful word processor, with so
many features that most people only need a ;
fraction of them" compute' ApriLlgsai"
So easy to use that even novices can get
professional results.
Paperclip has every standard word processor
function, plus many exclusive features, including
horizontal scrolling for charts and wide reports, up
to 250 columns, colunm moves, alphanumeric
sorts and arithmetic. Works with 80 column cards
and every popular printer, with Instant printer
set-up. Professional handling of form letters, mail
list merge, and large documents.
Complete, professional and easy to use. No where
else win you find PaperCUp's capabilities at this
hreakthroiigh price.
SI25
NEW!
Delphi's Oracle '^
Professional Data Base Management
For Commodore 64 and PET/GBM
Delphi's Oracle is a powerful Information handling
program that allows you to enter, retrieve and
update data with incredible speed and flexibility.
• Large record size (over 8000 characters) • Up to
99 fields and 9 display pages per record • Indiides
report writer and mail label printing • Design, your
own forms on the screen or on printed reports
Delphi's Oracle brings power and versatHLty
usually found only in mainframe or minicomputer
systems, with provision for safeguarding
accurate data entiy, and excellent flexibility in
searching for records.
SI50
INCLUDED
FOR MOKE IlJFORMAnO]Sr AND YODB NEAREST DEALER:
Citg^ Software Distributors
US TOLL FREE: 800-55B-1008
73S W. Wisconsin Ave.
MUwaukse, Wl 53233
Software International
560 N. Mountain Ave.
Upland, CA 91786
714-981-7640
Batteries Included
186 Queen Street West
-5bronto, Ont. M5V IZl
416-596-140S
Software Distritiutors
10083 W. Jefferson Blvd
Culver City, CA 90230
Cal: 800-252-4025
US: 800-421-0814
CBM Systems
7668 Tfelegraph ad
City of Commerce, CA 90040
213-904-0111
Kapri International
7419C]ybournAve.
Sun VaU^.GA 91352
213-766-2774
PET/CBM and Cammodora 64 are trademarks of Commodore Electronics, Ltd.
all of the string characters. In lines 5000 through
5040 I set some of these lines to other combinations
of 2, 16, and 128, specifically, 18, 130, and 144.
This sets up a random series of openings in the
lines. However, since this is random, there may
never be an opening in some walls, so lines 5050,
5060, and 5070 create such openings. Line 5073
puts blanks into the Missile and Player 0 pages,
and lines at 5080 read in the shapes for Player 0
and the Rover which are the combination of the
four missiles. Player 0 has two shapes, the normal
playing shape and the explosion shape.
The next difficulty is avoiding the Rover,
who sweeps the corridors of the maze. Its move-
ment is not totally random, however. In the
routine at 5200, the range of the random variable
for the Rover depends upon your location in the
maze. If you are outside, all corridors are equally
likely. However, the farther you get into the maze,
the less "choice" the Rover has. When you are in
the last corridor, the Rover roams only the last
two corridors. Thus, the closer you get to exiting
the maze, the more likely the Rover is to attack
you in that corridor. Since the Rover (the com-
puter) knows where you are, it can attack you
more frequently when you are closest to winning.
The Rover is not a typical adversary.
Colliding with the maze wall is handled in
the 5100 lines. This routine writes in the explosion
shape, provides an audio effect, decreases the
lives, does some housekeeping, and then puts
the player back to the beginning with the original
shape. The 5400 lines handle being run over by
the Rover.
Other Game Features
The routine at line 5700 handles the timing and
scoring for the game. Line 5700 calculates the
number of seconds since the internal clock in re-
gisters 18, 19, and 20 was reset. When the game
first comes on, it has measured the time since the
GRAPHICS 0 call in line 30018, which resets them
automatically. These are reset within the game in
line 5790. Register 20 is read first and reset last
since it changes the fastest. This method also gives
the most accurate time measurement.
Line 5710 determines the score, and the sec-
ond statement in that line requires that you com-
plete the maze to get any score at all. Therefore,
winning requires completing the maze and
moving your player to the right. The rest of the
lines are resets for a new game.
Finally, the data for the player, the Rover,
and the explosion are in lines 10000-10020.
The string manipulation technique in this
game uses scrolling to good advantage. It permits
the user to control the speed of the motion and to
employ it in the game as an additional control
variable. This adds complexity and requires more
76 COMPUIB OcSober1983
than a little getting used to in order to play the
game well.
The technique also permits a very compact
game. The program requires a bit over 5K and,
when running, well under lOK. Further, I made
no use of the unused 2K in PM$ but rather DIMen-
sioned another array B$ for convenience. As to
the power of this technicjue, it would be difficult
to find another game using full P/M graphics in
single-line resolution with as much motion and
challenge that uses so little RAM. This is why I
urge you to examine and master the technique.
Program 1: Moving Maze -Atari Version
S0 DIM PM* (4096) , E* (250
55 PM* C 1 > =CHR* (146) :PM*
46) :PM» (2) =PM* ( 1 )
56 B* ( 1) =CHR« (0) : B« (250
2) =B* ( 1 >
90 SP=0
1900 GOSUB 30000: BOSUB
00:GOSUB 5800
2100 FOR 1JI<: = 0 TO 1 STE
2120 IF S1=0 THEN BOSUB
2210 PM« (ST-76a,ST--768 +
24 + 25 5- SP, ST +1024+
67+SP, ST-1 >=PM* (ST
SP)
PM*(ST+2«256+l+SP,
(ST-767+SP, ST-1 ) : P
512+SP) =PM» (ST-768
T=STICK (0) : IF T=15
TO 2350
IF Fl=l THEN
Fl=l : IF T>12
PX=PX+6* (T=7)
) -6* (PX>199)
PX=PX+6* <T = 7)
) -6* (PX>200)
2350
PY=PY+10»(T=13)-10
Y<35) -10* (PY>225> :
, ST+2B3+PY) =B« (1,5
PMY=PMY+10: IF PMY>
B 5200
PM» (ST+4a6-PMY, ST+
1 ,78)
IF PEEK (53260) <>0
00
IF
00
IF
2217
2300
2301
2305
2310
2314
2320
THEN
-6« (T
POKE
-6» (T
POKE
2320
2350
2360
2365
2370
2400
2410
2500
2501
2900
4999
5000
5010
5020
5030
PEEK <5325B) < >0
THEN
STRIG (0) =0
P>200 THEN SP=200
IF STRI6(0)=i THEN
P<0 THEN SP=0
IF PX>ia0 THEN Sl=
IF LIVES<=0 THEN S
NEXT UK
REM SET UP MAZE &
FDR I=ST+512 TO ST
32
T=INT (30«RND (0) ) +1
IF T<28 THEN FDR
( I+a , I + J > =CHR* ( IB)
IF T>27 THEN IF T<
=0 TO 31:PM* ( I+J, I
:NEXT J
IF T>2S THEN FOR J
I+J, 1+J> =CHRt (144)
)
( 1096) =CHR« ( 1
) =CHR« (0) ; B* (
5000: GOSUB 52
P 0
5700
SP) =PM« (ST+10
255) : PM* (ST-7
+512, ST+1280-
ST+5*256) =PM»
M* <ST + 512, ST +
, ST-76a+SF)
THEN F1=0:GO
2320
= 1 1 ) +6* (PX<55
53248, PX
= 1 1 ) +6* (PX<56
53248, PX: GOTO
« (T=14) +10* (P
PM* (ST+236+PY
7)
506 THEN GOSU
513-PMY) =B* (5
THEN GOSUB 51
THEN GOSUB 54
SP=SP+1 : IF S
SP=SP-2: IF S
0: WIN=1
1=0
PLAYER
+5*256-1 STEP
: IF T>25 THEN
3=0 TO 31:PM*
:NEXT J
29 THEN FOR J
+J) =CHR* ( 130)
=0 TO 31:PM*(
:NEXT J
JUMPMAN'SAGREATGAME.
BUT YOU'VE GOTTO WATCH YOUR STER
■w:ij'i5-wr
■%^.i
SV-
Meet the Alienators. A fiend-
ish bunch who've planted bombs
throughout your Jupiter Command
Headquarters.
Your job? Use your lightning
speed to scale ladders, scurry
across girders, climb ropes and race
through 30 levels to defuse the bombs before they go off.
That's the kind of hot, non-stop action we've
packed into the award-winning* best-selling Jumpmanr
and into Jumpman Jr.'"our new cartridge version with
12 all-new, different and exciting screens.
Both games force you to make tough choices.
Should you avoid tiiat Alienator, climb to the top
and try to work your way down, or try to hurdle
him and defuse the bombs closest to you
before they go off?
If you move fast you'll earn extra lives.
But if you're not careful, it's a long way down.
So jump to it. And find out why Jumpman
and Jumpman Jr. are on a level all their own.
One to four players: 8 speeds; joystick
control. Jumpman has 30 screens. Jumpman Jr.
has 12 screens.
Epyx
snisnevGAMts nti THiMoioii-GmE pumtt.
*1983C.E.S. aw.irri winner.
5040
NEXT I
5730
5048
REM ASSURES A PASSAGE THROUGH T
HE MAZE
5731
5050
FOR J=0 TO 31 :PM« (768+ST+J , 768+
ST+J) =CHR* < IB) : NEXT J
5732
5060
FOR J=0 TO 31 : P«* t 1024+ST+J, 102
4+ST+J) =CHR*(130) ;NEXT J
5733
5070
FOR J=0 TO 31 : PM* ( 1 132+ST+J j 1 15
2+ST+J) =CHR* ( 144) : NEXT J
5740
5073
PM* (ST, ST +250) =B*:PM«<ST+256,ST
5750
+506) =B*
5780
5079
PY=128: PX=67
5080
FOR 1=1 TO 7:READ A: B* (20+ I , 20+
5781
I)=CHR«<A> :NEXT I : PO. .E 5324B,PX
5783
:POKE 704, 78:PM* (ST+246+PY, ST+2
96 + PY) =B* CI , 57)
5784
50B5
FOR 1=1 TD 8: READ A : B* ( 60+ I , 60+
I )=CHR« (A) : NEXT I
5790
5087
FOR 1=1 TO 16:READ AsB*t90+I,90
+ I)=CHR*(A) -.NEXT I
5B00
5090
RETURN
5810
5099
REM HIT WALL
5815
5100
POKE 53278,0
5820
51 10
PM* CST + 246 + PY, ST + 293 + PY) =B* (80,
5825
106)
5830
5120
FOR J=15 TD 0 STEP -2:F0R 1=250
5890
TO 50 STEP -50:SOUND 0,I,6,J:N
10000
EXT I:NEXT J : SOUND 0,0,0,0
5130
LIVES=LIVES-1
10010
5131
POSITION 35,0:7 LIVES;
5182
PM* (ST + 246 + PY, ST + 276 + PY>=B» <220
, 250)
10020
5184
PY=128: PM* (ST+236+PY, ST+283+PY)
30000
=B* < 1 ,57) : PX=67:PDKE 53248, PX
30018
5190
RETURN
30022
5199
REM SETS RANDOM PATH FOR ROAMER
5200
J=8:IF PX>66 THEN IF PX<79 THEN
J=9:B0T0 5220
30030
5201
IF PX>78 THEN IF PX<91 THEN J=S
31000
:GOTD 5220
31010
5202
IF PX>90 THEN IF PX<103 THEN J=
7:6DTO 5220
31020
5203
IF PX>102 THEN IF PX<115 THEN J
31022
=6:B0T0 5220
31030
5204
IF PX>114 THEN IF PX<127 THEN J
=5:60T0 5220
31040
5205
IF PX>126 THEN IF PX<139 THEN J
=4: GOTO 5220
31041
5206
IF PX>138 THEN IF PX<151 THEN J
31090
=3: GOTO 5220
32000
5207
IF PX>150 THEN J=2
5220 T=INT(J»RND(
:PMY=230
5230 POKE 53255, P
DKE 53253, PM
5290 RETURN
5399 REM ROAMER H
5400 POKE 53278,0
5410 FDR 1=250 TD
=15 TO 8 STE
5420 SOUND 0,1,10
NEXT J:NEXT
5480 SOUND 0,0,0,
5481 POSITION 35,
5490 RETURN
5700 SECS=INT( (PE
9) «256+PEEK (
5710 SCR=300-SECS
(WIN=1 ) :POKE
5711 IF SCR>HSCR
5720 POSITION 22,
S: "sLIVES;
78 COMPUH! October 1983
0) >+l:PM=178-T«12-3
M:POKE 53254, PM+2:P
+4;POKE 53252, PM+6
ITS PLAYER
190 STEP -30:FOR J
P -1
, J: SOUND 1,1,6, J-4:
I : LIVES = LIVES-1
0:SOUND 1,0,0,0
0!? LIVES;
EK ( 18) «65536+PEEK ( 1
20) ) /60)
+100*LIVES: SCR=SCRt
623, 18
THEN HSCR=SCR
0:? "<:6 SPACES>LIVE
POSITION 22, 1 :
ECS; ■• ■■ ;
POSITION 22,2:
^3 3PACESJ";
POSITION 22,3:
HSCR
POSITION 22,4:
TART"
IF STRIG(0)=1
GQSUB 5800
POKE 623, 17: SI
SECS=0: SP=0
POSITION 35,0:
PM* <ST + 246 + PY,
, 250)
PY=12a: PM* <ST +
=B* (1 ,57) : PX=6
POKE 1S,0:POKE
ETURN
POKE 18.0:POKE
POSITION 22,0:
POSITION 22, 1 :
POSITION 22,2:
POSITION 22,3:
POSITION 22,4:
RETURN
DATA 128,224,
28
DATA 255,255,
55, 255
DATA 24,60, 12
24, 24, 24, 24, 2
REM PM SETUP
GRAPHICS 0
POKE 559,62sP
623, 17
POKE 752, 1 : ?
710,96:POKE 7
REM FIND PMBA
ADHI=INT (ADR (
0=ADR (PM*) -25
P=INT ( (ADHI+a
POKE 54279, P«
ST=8»P*256+10
POKE 53249,75
OKE 53251 , 147
FOR 1=1 TO 3;
KE 704+1,218:
RETURN
SAVE '■D:MA2E"
? " SECONDS: " ; S
? "SCORE: ■■ ; SCR; "
? "HIGH SCORE: ";
? "PUSH TRIG TO S
THEN 5740
=1 : LIVES=5: WIN=0:
? LIVES;
ST+276+PY)=B*(220
236+PY, ST+283+PY)
7:P0KE 53248, PX
19,0:POKE 20,0:R
19,0:POKE 20,0
? "ti2 spaces:
7 "{16 SPACES>
? "tl6 SPACES>
? "tl6 SPACES>
? "{IS SPACES>
248, 252, 248, 224, 1
255, 255, 255, 255,2
6, 255, 255, 126,60,
4, 24, 24, 90, 126
OKE 53277, 3:P0KE
"{CLEAR> "; SPOKE
09, 12: POKE 712, 96
SE
PM*) /256) :REM ADL
6»ADHI
) /S)
8
24-256-ADR(PM*)
SPOKE 53250, 1 11:P
POKE 53256+1, 3;P0
NEXT I
"Moving Maze," Atari version.
^saysyou
cant beat
Gridruimer.
Gridrunner™ is the toughest, fastest, arcade
quality game ever to challenge a Commodore"'' or Atari®
computer owner.
How tough is Gridrunner?
So tough that He^are™ is offering $5 just for
taking the Gridrunner challenge. And you don't even have
to beat the game to get the greenbacks. There's a check
right inside every Gridrunner box, good for $5 off your next
HesWare purchase. You spend your check right in the
store, on your choice of exciting HesWare action, education,
and computer utility programs. Even HesWare peripherals.
No one, not even the author, has ever reached
even the 14th level of Gridrunner But maybe you've
got what It takes to go all the way to the 31st
level (20 levels on VIC 20™ version). Maybe you
can master the patterns of the X/Y Zappers.
And stop the Gridsearch Droids before they
mutate into lethal Pods.
The Gridrunner challenge. Just one .
of the ways that HesWare is expanding the
computer experience. Look for all the
HesWare products at your ^avorite
software retailer.
V'C ^0 tnd Horn motiore ^4 are trademarks fit Commodore Electronics Lid. Alar" isa irademarkol Atari. Inr
20
25
30
35
40
45
50
Program 2: Moving Maze -vie version
by Marc Sugiyama, Programming Assistant
10 POKE55,94:POKE56,29:CLR
15 PRINT"{CLR]"CHR$(8) ; : SS=36879 :CS=36865
: FF=2 5 5 : POKECS , FF : F8=484 : Z4^4 ; Z5 = 5 : RL=
62:RB=63
DS=36869:SE=8164:T3=23:F4=44:H4=64:V1=
36875 :DEFFNA(J)=Z3+J*Z3+S+F8*{JANDZ1)
DIMTC5),D(4),K{4):23=3:SP=160:KS=197:Z
Q=2:RB=7673:RC=7665:RM=1:BU=198:S2=.94
:SN=1
H8=128 :H3=32 : S=7680 :RS=57 : Z0=0 : Zl=l : SK
=5;T2=22:T1=21:SH=57:ML=7518:ZB=176:LI
= 3
F0RI=1T04:READD(I) ,K(I) :NEXT: JD=37154 :
Jl=JD-3 : J2=J1+X :POKEJD, 127
FORI=1TO7:FORJ=0TO7:READA;POKE76 16+1*8
+ J, A: NEXT: NEXT
FORI=7518T07614:READA:POKEI,A:NEXT
POKESS-l,10:A?="lRVS} {WHT} {3 SPACES}
tOFF}{RED39{RVS]{2 SPACES] {OFF} {CYN 3 9
{RVS3{2 SPACES 1 { OFF) {pur} 9 [RVS]
{2 SPACES} {off} {GRN}9{ RVS} {2 SPACES 3
{0FF}{BLU}9ERVS}{2 SPACES} {off} {YEL} 9
{RVS} ": PRINT "{home} "; :FORI=0TO21
55 PRINTA$"{RVS)"CHR$(160)" " ; :NEXT:PR1NT
A$ " {RVS} "CHR? (160) "{home}"; :P0KE8185,1
60
FORI=0TOLI-1:POKES+T1+T2*I,61 :NEXT:POK
ESS , 8 : POKEDS , FF : POKECS ,25: GOT0265
POKEVl,240sOE=OE-Zl
FORJ=0TO5 : I FT ( J ) =Z0THEN85
T{J)=T(J)+Z1:IFTCJ)>SKTHENP0KEFNA(J),R
S:T{J)=Z0
GOTO90
IFRND ( Zl ) > S2THENT ( J ) =Z 1 : POKEFNA ( J ) , SP
NEXT I POKEVl , Z0 : POKESL , El : SYSML: IFPEEK {
SL ) =E10RPEEK ( SL ) =SPTHENPOKESL , OS
RETURN
IFROTHEN110
R1=RND ( Zl ) > . 5 : RD=T2+F4*R1 : RT=INT ( RND (
Zl ) *Z5 ) *Z3+Z4-F8*R1+S
POKEVl , 200 : POKERC+RM, FF : POKERB+RM, FF :
IFR1THEN125
RM=RM+Z1 : IFRM>Z4THENRM=Z0
GOTO130
RM=RM-Z1 : IFRM<Z1THENRM=Z5
POKERC+RM, H8: POKERB+RM, Zl
POKERT , SP : POKERT+Zl , SP : RT=RT+RD : RO=RO
+Z1 : IFRO=T3THENRO=Z0 : POKEVl , Z0 : RETURN
POKERT , RL : POKERT+Zl , RR: POKEVl , 20 : RETU
RN
IFPEEK(SL) <>0STHENEM=PEEKCSL) :GOTO240
IF { PEEK { KS ) =H3 ) =Z0AND { PEEK ( Jl ) ANDH3 ) T
HEN165
ZW= ( ZW+Zl ) ANDZ3 : 1PZW=Z0THENZW=21
ONZWGOSUB65 , 100 , 65 iGOT0145
DI=Z0:A=PEEKCKS) :IFA<>H4THEN195
IF ( PEEK { J2 ) ANDH8 ) =Z0THENDI=Z4 : GOTO20 5
J=PEEK(J1) :IF(JANDZ4)=Z0THENDI=Z1:GOT
O205
IF ( JANDB ) =Z0THENDI=2 : GOTO205
IF(JAND16)=Z0THENDI=Z3
GOTO205
F0RI=1T04 : IFA=K( I )THENDI=I
NEXT
IFDI=Z0THEN235
IFDI=Z3THENOE=OE-SN:IFINT((SL-S)/T2)=
(SL-S)/T2THEN235
IFDI=Z4THEN0E=0E+SN
60
65
70
75
80
85
90
95
100
105
110
115
120
125
130
135
140
145
150
155
160
165
170
175
180
185
190
195
200
205
210
VIC Notes
Marc Sugiyama Prograinming Assistant
The VIC version of "Moving Maze" (Program
2) uses thie same game layout as the Atari
version, but the rules of the game tiave been
changed. Whenever you run into a wall or
the Rover, you are sent back to the beginning
of the maze, without exception. You man-
euver through the maze using the I, J, K,
and M keys or a joystick. Pressing the space
bar or the fire button on the joystick causes
the maze to speed up, but you lose one point
every time the maze moves. You cannot move
while the joystick button or the space bar is
depressed. When you complete a maze,
another will appear, but the openings in the
walls will be smaller. The game ends when
you lose all five lives.
Moving Maze uses up almost all of the
memory of an unexpanded VIC, so do not
enter any extra spaces or REMs. Also, the
program will not handle VIC's floating
memory, so remove any expansion memory
cartridges.
215
80 COMPUTE! October 1983
220 EL=SL+D(DI) i IFEL<SOREL>SE+TlTHEN235
225 POKEVl, 220 :E1=EM:EM=PEEK( EL) :IFEM<>SP
THEN240
230 POKESL , SP : 0S=SH+DI : POKEEL , OS : SL=EL
235 ZQ=23-ZQ : POKEVl , Z0 : ON2QGOSUB70 , 1 00 : GO
T0145
240 IFEM0224THEN255
245 POKEVl, 0:SN=SN+1:SK=SK-1:1FSK<2THENSK
=2
250 FORI=1T05:POKESS, 25:A=TAN(I ) :P0KESS,8
1 A=TAN ( I ) : NEXT : GOT0265
255 POKESL , RS : POKEVl , 0 ; POKEVl+2 ,129: FORI=
15TO0STEP-1 :P0KESS-1,I:A=TAN(I) :NEXT
260 POKEV1+2,0:POKESS-1, 10:LI=H-^:1FLI=-
1THEN270
265 POKESL, El : SL=7922 :0S=61 : EM=OS ;E1=EM: P
OKESL,OS:POKES+Tl+T2*LI,SP;GOT0145
270 POKEVl , 0 : POKECS , FF : POKESS , 42 : POKEDS , 2
40:PRINT"{CLR}{OFF}{2 DOWN] { WHT 3 YOU
{space} HAVE USED ALL OF"
275 PRINTSPC(5)"Y0UR LIVES ... {DOWN} "
280 PRINTSPC(7) "SCORE: "OE: IFOE>HITHENHI=0
E : PRINT" {RVS}", •
285 PRINT" {2 RIGHT}HIGH SCORE £oFF} : "HI :0E
=0
290 PRINT" {down} [2 SPACES}PLAY AGAIN (Y/N
) ? " : POKECS , 25 : POKEBU , 0
295 GETA$ : IFA$ < > "Y"ANDA$ < > "N"THEN295
300 I FA?= " Y"THENPOKECS ,255: LI=3 : SK=5 : GOTO
50
305 PRINT"{CLR}{bLU]"; : POKE JD, FF : POKESS, 2
7: END
310 DATA -22,12,22,36,-1,20,1,44
315 DATA 126,126,126,126,126,126,126,126
320 DATA 16,56,108,198,130,254,146,130
325 DATA 130,146,254,130,198,108,56,16
INTRODUCING A REAL-TIME
WARGAME SO FAST YOU'LL CALL
IT A STRATEGY ARCADE GAMEI
At SSI, we're the
first to admit that the
last thing our war-
games are famous for
is their speed of play.
But then, our strategy
games are designed
to challenge your
mental — rather than
manual — dexterity.
Now, don't get
us wrong. We
love real-time
arcade aaion as
much as the next
person. So we've
put a great deal of
energy to develop a
game that's the per-
fea union of these
two worlds: heart-
pounding arcade
excitement in a
thought-provoking,
tactically challenging
wargame.
Today, like proud
parents, we are
delighted to announce
the successful culmi-
nation of our efforts:
COMBAT LEADER."
In every way,
COMBAT LEADER is
the Ideal first-born of
this new hybrid of
strategy arcade war-
games.
As a strategy simu-
lation, it has all the
detailed rules to make
you feel like a real
tjattle commander
poised to engage
enemy tanks and
infantry on a scrolling
map display of foliage,
hills, open and rough
terrain. For example.
TC.
•\
■^
COMBAT LEADER
On 48K disk or cassette for the ATARI® 400/800/1200; $39.95. ware or game store
there are complete
ratings of armor thick-
ness and strength,
speed and fire accu-
racy for over 70
historical and modem
tanks. Accurate rules
govern visibility and
enemy sightings.
As an arcade game,
COMBAT LEADER
doesn't let any of
these details
slow down your
play. The computer
handles all "book-
keeping" chores while
giving you real-time
action: Your troops
look, retreat advance,
paffol and ftre the
instant you order
them to do so. No
waiting, no pause. In
faa. the pace is so
fast we had to pro-
vide slower levels of
play to give you a
chance at this game.
At SSI, we make it a
habit to keep adver-
tising h^fje down to a
minimum. So when
we say this is one of
the fastest and finest
games around
(strategy/ or arcade),
we don't do so lightly.
Our 14-day money-
back guarantee
promises you'll agree
with us once you get
your hands on it.
■™ To do that ail you
have to do is visit your
local computer/soft-
todayl
If there are no convenient stores near you, VISA and Mastercard
holders can order dirert by calling SOO-227-1 61 7, ext. 33S (toll
free). In California, call 800-772-3545, ext 335.
FROM SSI
To order by mall, send your check to: Strategic Simulations Inc
883 Stierlin Road, BIdg. A-200, fVlountain View, CA 94043. Please
specify disk or cassette. (California residents, add 6.5% sales tax.)
WRITE FOR A FREE COLOR CATALOCa OF ALL OUR GAMES.
Atari is a registered trademark of Atari Inc.
330 DATA 31,52,100,198,100,52,31,0
335 DATA 248,44,38,99,38,44,248,0
340 DATA 127,255,255,255,255,255,255,127
345 DATA 254,255,255,255,255,255,255,254
350 DATA 162,3,134,0,160,3,162,22,169,30,
133,2,169,0,133,1
355 DATA 177,1,133,251,24,165,1,105,22,13
3,1,144,2,230,2,177
360 DATA 1,133,252,165,251,145,1,165,252,
133 , 251 , 202 , 208 , 230 , 200, 200
365 DATA 200,162,22,169,31,133,2,169,228,
133,1,177,1,133,251,56
370 DATA 165,1,233,22,133,1,176,2,198,2,1
77,1,133,252,165,251
375 DATA 145,1,165,252,133,251,202,208,23
0,200,200,200,198,0,208,166,96
Guide your shuttle through the maze, 64 version.
Program 3: shuttle Escape - 64 Version
by Eric Brandon, Programming Assistant
100 GOSUB3000
110 PRIIJJTCHR? ( 142 )
120 IF PEEK(49153)<>169 THEN GOSUB 10000:
GOSUB 50000
130 V=13*4096:CO=50
140 POKE V+16,0
150 POKE V+39,1:POKEV+40,1
160 POKE V+0,CO:POKEV+4,CO-2:POKEV+5,221
170 POKE V+1,200
180 POKE V+2,C0
190 POKE V+3,179
200 POKE V+21,3
210 POKE V+39,1:POKEV+40,1:POKEV+41,8:POK
EV+42,1
220 POKE 2040,245
230 POKE 2041, 246 :POKE2043, 246
240 POKE 2042,247
250 FOR K=l TO 500 : NEXT K:POKEV+21,7
260 GOSUB 2000
270 1=200
280 P=l
290 Q=Q+.01*P
300 P=P+.1:C=C+1
310 I=l-Q
320 IF PEEK(2042)=248 THEN POKE 2042,254:
GOTO340
330 IF PEEK<2042)=254 THEN POKE 2042,248
340 POKE V+l,I:POKEV+3,I-21;POKEV+5,I+21
350 P0KES+22,P2:P0KES+23,10R(16-P2/16)*16
360 P2=P2+P2/244
82 COMPUTE! October 1983
370 IF C=60THEN POKEV+23,4
380 IF C=20THEN POKEV+2 3,4
3 90 IF C=40 THEN POKEV+23 , 0 :POKE2042 , 248
400 IF C<70 THEN 290
410 POKE 2040,249
420 POKE 2043,250:POKEV+6,CO;POKEV+7,I:PO
KEV+21,15
430 Q=Q+.01*P
440 P=P+.l:C=C+l:C2=C2+.6
450 I=I-Q
460 IF PEEK{2042)=248 THEN POKE 2042,254:
GOTO480
470 IF PEEK{2042)=254 THEN POKE 2042,248
480 POKE V+1, I:POKEV+5,I+21
490 NR=I4-C2*C2:NC=CO+C2*3
500 POKE V+7,NR:POKBV+3,NR-21iPOKEV+6,NC:
P0KEV+2,NC
510 IF C=83 THEN POKE 2043 , 251 : POKE2041 , 253
520 IF C=86 THEN POKE 2043,252
530 IF C=89 THEN POKE V+21,5
540 POKES+22,P2 :POKES+23, 10R( 16-P2/16 ) *16
550 P2=P2+P2/244
560 IF I>25 THEN 430
5 70 POKE S+4,128
580 POKE V+5,I+21
590 1=1-2 :IFI>0 THEN580
600 POKE V+21,1
610 FOR J=l TO 2000: NEXT
620 PRINT" E HOME} [10 RIGHT} { WHT} { 2 SPACES}
ORBIT ACHIEVED. ..."
630 FOR 1=1 TO 1000; NEXT
640 POKE 2040,244
650 POKE V,0:POKEV+1,117
660 FOR 1=0 TO 348 STEP2
670 POKE V,I AND 255 : POKEV+16, 1/255
680 NEXT
690 FOR 1=0 TO 1000:NEXT
700 GOTO 4000
710 POKE 53281, 12 ;POKE53280, 12: PRINT" {WHT}
720 END
2000 S=54272
2010 POKES+24, 15+16+32 : POKES+23 , 1+16*5
2020 POKES+5,0
2030 POKES+6, 16*15+15
2040 POKES+4,129
2050 POKES+1,11
2060 P2=100: RETURN
3000 POKE 53281, 0:POKE532a0,0
3010 PRINT" (CLR}"
3020 PRINT"? 5 DOWN}"
3040 T=12
3050 PRINTTAa(T)"E7 3£RVS}£{2 SPACES}
{RIGHT} {RIGHT} {RIGHT} {RIGHT}
{RIGHT} {3 SPACES} {right} {3 SPACES}
{right} {3 RIGHT}£[2 SPACES}"
3060 PRINTTABCt)"{RVS] (3 RIGHT} {RIGHT}
E SPACE} {right} {right} {2 RIGHT)
[3 RIGHT} [2 RIGHT} {3 RIGHT} "
3070 PRINTTAB(T)"E*S{RVS} 6*3 {RIGHT}
{3 SPACES} {RIGHT} { RIGHT} {2 RIGHT}
{SPACE) {3 RIGHT} {2 RIGHT} [3 RIGHT}
{2 SPACES}"
3080 PRINTTAB(T)"{RVS} {2 RIGHT} {RIGHT}
{RIGHT) {right} {right) {2 RIGHT}
{3 RIGHT} {2 RIGHT) {3 RIGHT } "
3090 PRINTTABCt)"{RVS) {2 SPACES }{ OFF) £
{RVS} {RIGHT} {right} { RIGHT }{0FFT
E*3{RVS} {OFF)£{RVS}{2 RIGHT}
{3 RIGHT} [2 RIGHT} {OFF) E*3{RVS}
{2 SPACES} {RIGHT ] {OFF} E*a{ RVS}
[2 SPACES}"
DYNAMIC PRINTER INTERFACES
for the VIC 2r and the COMMODORE 64®
UNLIKE ANY OTHERS THAT HAVE COME BEFORE . . .,
It'i not quick or easy to do thingi nghtH After t hog mmidtt ofna—reh and devaloprntnt: RAX-Wara. TfUAC CONTROLS CORP. and MtCRO-mK 0.1. hava
bnught tha worid battar paralat mtarfacai. Battar bacausa they both hava tba abiSty to pravida TRUE EMULATION of ttta Commodora ' priatar. That's rightl!
Graphic Charaetars. tabbing. Dot Graphics, and ttia otfiar faaturas. A fonmdabia task that was finaty accompSthad ' ,
THE CONNECTION -^ — The Ultimate Parallel interface for tf» VIC 20 or Commodore 64. This fully intelligent interface plugs into
the disk (serial) socket just like the standard printer It can easily be assigned any device number aiid it will provide virtually
TOTAL EMULATION of the Commodore* printer. Using the latest technology, this interface will display the full GRAPHIC
CHARACTERS or convert them to their equivalent represetitatioiw tn clyrtaxt. It supports all of the standard commands (OPEN,
PRINT#, and CLOSEI, Column tabbing, dot tabbing, gra^ic repe^MpNTessable graphics, and the other features of the
Commodore " Printer Software designed to operate with Ae CoiSiR»re» Printer will operate using "THE CONNECTION'^
Beside this, a 2K buffer has been provided, a full printer self test, LED Status indicators. Printer Reset switch, skip over perf,
margin set and programmable line length. This interface is printer specific to take advantage ji|<Ne special features of your
printer In the standard mode (non-graphicsl, it is designed to interface virtually any parallel piflBiijl|j||*Jt|Uidard Centronics
configuration and connector Specify your printer when ordering. Additional ROM's niav^|||||^^Ked for other printer
spplications;
I this for
DISTRIBUTING INI
1 342 B Rt. 23, f.
Butler, NJ 07405'
201-838-9027
BUFFERED PARALLEL CABLE & DRIVER — A parallel interface for the
budget minded. This interface plugs into the USER-port and comes with an
extensive manual with driver iM^gs for the VtC 20™ and the Commodore
64". It can be used with^jK^Uiny printer that has a standard
Centronics type configuratitm^Mmiection. Fully fauffmifor maximum
protection of your computer ONLY $29.95 Add "CABiflflENS' cartridge
for the VIC 20 (diskette for the 64) and get a full GrajM^^^tion Driver.
With this package you can print all of the Graphi^pfsraictSrs tfiat your
computer has plus EMULATE the Commodor§^
printer specific to take full advantaflfijif your pnin
graphic matrix printers .... ^
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'^Bff;
Dealer and Distributor ]
Inquiries Invited
NOTE We solicit harBware aniJ software items Iw the VIC 20' and CBM 64* Royalties, license fees Of oulrigiit
pu(clias«s can be negolialed CBM 54* & VtC 20' aie Registered Tratiematks o( Commodofe Business Machnes Inc
64 Notes
Eric Brandon, Programming Assistant
The Commodore 64 version of "Moving
Maze" has been renamed "Shuttle Escape,"
since it has a space shuttle theme.
Shuttle Escape plays much like the other
versions. The main difference is that a quan-
tity called FUEL has been added to the game.
You begin with 2000 fuel units v^^hich you
lose at the rate of 60 units each second
whether the shuttle is moving or not. If you
touch a wall or one of the roving droids, you
lose 100 units each 1/60 second. When you
have run out of fuel, the game is over.
Fortunately, you can refill your tanks by
reaching the right-hand side of the screen.
If you want to stop the game for a mo-
ment, just hold down the SHIFT key. If you
want to stop the game for a longer period of
time, use SHIFT LOCK,
You can speed up the movement of the
walls by holding down the fire button on the
joystick. This won't make gaps appear any
sooner, but it will speed up any gaps that are
already there. The penalty is that while the
fire button is down, your fuel disappears
twice as fast.
Programming Shuttle Escape revealed
some interesting problems. The first is that
sparkle - little specks of snow - appears on
the screen. Usually this causes no difficulty,
but when you try to use the VIC-II's sprite-
background collision detection register, it
turns out that sprites can collide with
sparkle!
What this meant to Shuttle Escape was
that occasionally, for no apparent reason,
the shuttle would "collide" and you would
lose 100 fuel units. Since moving the character
set eliminates sparkle, it was relocated to
$3000.
Another quirk of the 64 is that the VIC-II
chip can look at only 16K of memory at a
time. When you turn on your machine, it is
looking at the first 16K block from $0000-
$3FFF. It was decided to leave it there for
simplicity. This meant that the sprite data,
the relocated character set, and the entire
BASIC program all had fo be squeezed into
16K. Because of this memory limitation,
when the machine language creates a char-
acter set at $3000, it destroys the DATA state-
ments in the program. Fortunately, the
DATA statements are no longer needed since
they have already been POKEd into memory.
Because running the program will de-
stroy it, be sure that when you type it in,
you SAVE it before you try to RUN.
3100 PRINT
3110 PRINTTAB(T) "{CYN3 [RVS}£{2 SPACES]
{RIGHT}£{2 spaces}! right }£
{2 SPACES} { RIGHT l£ E*31RIGHT3
{2 SPACES }E* 3 {right] £{2 SPACES}"
3120 PRINTTAB(T) "{RVS} {3 RIGHT}
{3 RIGHT} {3 RIGHT} E RIGHT} [RIGHT]
f SPACE 3 {right] [right] "
3130 PRINTTAB(T)"[RVSl[2 SPACES} {2 RIGHT}
lOFF]g*3iRVSj i*3[RIGHT}
I 3 RIGHT] [3 SPACES] (RIGHT] [2 SPACES]
{0FF}£{RIGHT]{RVS]{2 SPACES]"
3140 PRINTTAB(T)"{RVS} [5 RIGHT] {RIGHT}
{SPACE] [3 RIGHT] { RIGHT] [RIGHT]
{3 right] "
3150 PRINTTAB{T)"i*3lRVS}{2 SPACES]
[right] [2 SPACES} [off ]£ E*3tRVS}
{2 SPACES] {right} [ RIGHT] [RIGHT]
[3 RIGHT]{0FF}E*i{RVS}{2 SPACES}"
3999 RETURN
4000 v=l 3*4096 ; POKE53281 , 0 : POKE53280 , 0
4010 POKE V+21,0:POKEV+2 3,0
4020 GOSUB 2000:POKE S+5 , 7*16 : POKES+6 , 249
:P0KES+4,128
4030 POKE V+40,03:POKEV+41,07:POKEV+42,03
; POKEV+43 , 07 : POKEV+44 , 03 : POKEV+45 , 07
4040 POKE V+46,03:FOR 1=1 TO 6 : POKE V+2
*I, (36+40*1 J AND255:NEXT
4050 POKE V+16,64:P0KE 2040 , 244: POKEV, 30:
POKEV+1, 148; POKE V+21,255
4060 FOR 1=2041 TO 2047 j POKEI , 255 : NEXT
84 COMPUTEI October1963
4070
PRINT" [CYN] {CLR]FUEL
4080
PRINT"02000"
4090
PRINT "SCORE:"
4100
PRINT "00000"
4110
PC0)=1029:P(4)=1994:P{1)=1039:P(5)=2
004:P(2)=1049:P(6)=2014:PC3)=1059
4120
SYS 45152
4130
POKE P(0),227
4140
IF PEEK(2)=255 THEN 20000
4150
IF PEEK(653)=1 THEN 4150
4160
IF RND(1)>.05 THEN 4140
4170
IF RND(1)>.5 THEN 4200
4180
P=RNDC1)*5:IF PEEK(P(P ) ) <>160 THEN 4
180
4190
POKE P(P) ,227:GOTO4140
4200
P=RND(1)*3+4:IF PEEK( P (P) ) <>160 THEN
4200
4210
POKE P(P) ,228:GOTO4140
5000
FB=(J AND 16)
5010
IFFL=0AND FB=0 THEN POKE 2,0: POKE 49
290, 2: GOTO 5030
5020
IF FL=15 AND FB=16 THEN POKE 2,0:POK
E 49290,3
5030
FL=FB
5040
IF (J AND 8)=0 AND DX<4 THEN DX=DX+1
:GOTO5060
5050
IF (J AND 4)=0 AND DX>-4 THEN DX=DX-1
5060
IF (J AND 1)=0 AND DY>-4 THEN DY=DY-
1:GOTO5080
5070
IF (J AND 2)=0 AND DY<4 THEN DY=DY+1
5080
X=PEEK C V ) +PEEK ( V+16 ) *256
5085
Y=PEEK(V+1)
n-^
'^ J*
It sits on the sands of Egypt-silent, foreboding; the
blue waters of the Nile sliding silentfy by. Pharoah's
Pyramid becl<ons to us across rrillennia; mysterious,
alluring. Where did the stones come from? How
were they laid one on top of another? How many
lives were lost under hot suns and cool moons to
provide a resting place for the pharoahs of Egypt?
Now you can have a personal statue in its comple-
tion. IVIatch wits with the ancient Egyptian God,
Osiris. Take advantage of gifts given you by the
beautiful (sis. Fight through the plagues of Moses
as brick by brick you build one of the wonders of
the world. There hasn't been a greater challenge
since the original Pharoah's Pyramid!
HISTORY PROVES THAT ALL GREAT GAMES HAVE THREE THINGS IN COMMON.
t'SA«9««K79e^-
FAST-PACED FUN THAT LASTS
EVER INCREASING CHALLENGE
GRAPHICS THAT LIVE
PHAROAH'S PYRAMID Is a fast action game with that special f<lnd of challenge that makes you say...
"This time I go all the way!"
AVAILABLE
NOW FROM...
fjiij3fis^ QKfmrdLJoPim&mj^
The company that loves great games as much as you do, see your local dealer or call toll free. !• 800 •624* 5596
P.O. BOX 267T4 • SALT LAKE CJTY • UTAH • 84126
5090 NX=X+DX:IF NX>21 AND NX058 THEN POK 10590
E V,NXAND255:POKEV+16, NX/256 10600
5100 NY=Y+DY:IF NY<20 THEN NY=210 10610
5110 IF NY>210 THEN NY=20 10620
5120 POKE V+1,NY 10630
5130 RETURN 10640
10000 I=15616:TI$="000000" 10650
10005 PRINT" {home} {WHT] [12 RIGHTIREADY IN 10660
"LEFT?(STR$(149-INT{Tl/60)),4)" SEC 10670
ONDS " 10680
10010 READ A: IF A=256 THEN 10025 10690
10020 C1=C1+A:P0KE I , A: 1=1+1 :GOTO 10005 10700
10025 IF C1O34430 THEN PRINT"CHECKSUM ER 10710
ROR IN LINE 10025": END 10720
10026 RETURN 10730
10030 DATA 0,0,0,0,0,0,0 . 10740
10040 DATA 0,0,24,0,0,28,0 10750
10050 DATA 0,31,0,0,31,255,240 10760
10060 DATA 31,255,8,20,255,254,31 10770
10070 DATA 127,255,30,63,254,24,0 10780
10080 DATA 0,0,0,0,0,0,0 10790
10090 DATA 0,0,0,0,0,0,0 10800
10100 DATA 0,0,0,0,0,0,0 10810
10110 DATA 0,0,0,0,0,0,0 10820
10120 DATA 0,0, 71, 192,0, 247, 192^, 10830
10130 DATA 0,247,192,1,255,192,2 10840
10140 DATA 255,192,2,255,192,2,247 10850
10150 DATA 192,2,247,192,3,247,192 10860
10160 DATA 3,247,192,3,247,192,3 10870
10170 DATA 247,192,3,247,192,3,247 10880
10180 DATA 192,3,255,192,3,255,192 10890
10190 DATA 7,103,192,7,103,192,15 10900
10200 DATA 229,128,31,119,128,31,240 10910
10210 DATA 0,0,0,0,0,0,0 10920
10220 DATA 0,0,0,0,0,0,0 10930
10230 DATA 0,0,0,0,0,0,0 10940
10240 DATA 0,0,0,0,0,0,0 10950
10250 DATA 0,0,0,0,0,0,0 10960
10260 DATA 0,0,0,0,0,0,0 10970
10270 DATA 0,0,0,0,0,0,0 10980
10280 DATA 0,0,3,128,0,15,192 10990
10290 DATA 0,15,192,0,15,192,0 11000
10300 DATA 15,192,0,1,252,0,1 11010
10310 DATA 116,0,1,212,0,0,88 11020
10320 DATA 0,0,80,0,0,0,0 11030
10330 DATA 0,0,0,0,0,0,0 11040
10340 DATA 0,0,0,0,0,0,0 11050
10350 DATA 0,0,0,0,0,0,0 11060
10360 DATA 0,0,0,0,0,0,0 11070
10370 DATA 0,0,0,0,0,0,0 11080
10380 DATA 0,0,0,0,0,0,0 11090
10390 DATA 0,0,0,0,1,252,0 11100
10400 DATA 1,252,0,1,252,0,1 11110
10410 DATA 254,0,7,248,0,6,249 11120
10420 DATA 0,2,251,0,6,122,0 20000
10430 DATA 3,242,0,0,248,0,0
10440 DATA 248,0,0,60,0,0,120 20010
10450 DATA 0,0,56,0,0,56,0 20020
10460 DATA 0,96,0,0,96,0,0 20030
10470 DATA 8,0,0,32,0,0,0 20040
10480 DATA 0,0,0,0,0,0,64 20050
10490 DATA 0,0,240,0,0,240,0 20060
10500 DATA 1,240,0,2,240,0,2 20070
10510 DATA 240,0,2,240,0,2,240 20080
10520 DATA 0,3,240,0,3,240,0
10530 DATA 3,240,0,3,240,0,3 20090
10540 DATA 240,0,3,240,0,3,240
10550 DATA 0,3,240,0,7,96,0 20100
10560 DATA 7,96,0,15,224,0,31 20110
10570 DATA 112,0,31,240,0,0,0 20120
10580 DATA 7,192,0,7,192,0,7
66 COMPUTE! October 1983
DATA 192,0,7
DATA 0,7,192
DATA 7,192,0
DATA 192,0,7
DATA 0,7, 192
DATA 7,192,0
DATA 192,0,7
DATA 0,3,128
DATA 0,2,0,0
DATA 7,192,0
DATA 192,0,3
DATA 0,1, 192
DATA 7,192,0
DATA 64,0,7,
DATA 0,5,192
DATA 7,192,0
DATA 128,0,3
DATA 0,0,2,0
DATA 0,6,64,0,0,64,0
DATA 4,128,0,3,64,0,6
DATA 0,0,1,0,0,0,0
DATA 0,0,0,0,0,128,0
DATA 1,64,0,6,0,0,1
0,6,64
4,0,0
3,128,0,0
0,0,0
0,0,0
0,0,0
0,0,0
0,0,0
0,0,0
0,0,0
192,0,7, 192
0,7,192,0
7,192,0,7
192,0,7,192
0,7,192,0
7,192,0,7
192,0,7, 192
0,0,0,0
7,192,0
6,192,0,4
64,0,6,192
0,4,0,0
7,128,0,7
92,0,1,192
0,6,64,0
7,192,0,0
128,0,0,0
0,1,0
DATA 0,0,5,0,
DATA 0,0,0,0,
DATA 0, 128,0,
DATA 0,0,0,0,
DATA 0,0,0,0,
DATA 0,0,0,0,
DATA 0,0,0,0,
DATA 0,0,0,0,
DATA 0,0,0,0,
DATA 0,0,0,0;
DATA 0,0,1,128,0,6,128
DATA 0,2,64,0,5,192,0
DATA 3,128,0,1,252,0,1
DATA 252,0,1,236,0,1,126
DATA 0,3,248,0,2,120,0
DATA 0,248,0,0,120,0,0
DATA 112,0,0,120,0,0,120
DATA 0,0,48,0, 0,48,0
DATA 0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0
DATA 0,0,0,0,0,0,0
DATA 0,16,0,0,16,0,16
DATA 56,16,10,16,160,4,16
DATA 64,10,124,160,1,2 5 5,0
DATA 1,255,0,11,255,144,127
DATA 255,252,11,255,144,1,255
DATA 0,1,255,0,10,124,160
DATA 4,16,64,10,16,160,16
DATA 56,16,0,16,0,0,16
DATA 0,0,0,0,0,0,256
SC=0:FOR 1=0 TO 4: SC=SC+( PEEK(H48-
I )-48 ) *10tl :NEXT I
IF H<SC THEN H=SC
POKE S+4,128
POKE 13*4096+21,0
FOR 1=1 TO 1000: NEXT I
PRINT" [CLR] OUT OP FUEL ...{ DOWN )
PRINT "YOU SCORED £ WHT } "SC " { CYN } PO INTS
PRINT "HIGH SCORE [WHT} "H"[CYN}
PRINT"{3 DOWN} (11 SPACEsJaGAIN? (Y
[space} OR N) "
PRINT" [down} OR PRESS FIRE BUTTON T
0 START AGAIN"
GETA?
IF A$="N"THEN END
IF {PEEK( 56320) AND 16)=0 THEN GOTO
4000
A MICROCOMPUTER
EXPERIENCE
FOR TODAY
Arcaders who've seen and played
the ATARI and TRS-ao versions of
STRATOS came to the same
conclusions — these state-of-the-art
games were ahead of their time. After
all, any program that boasts crisp
graphics, punchy sounds, joystick
compatability and a full complement of
extras, lllte high score saving and
multi-player option has a definite touch
of tomorrow.
THE GAME'S SCENARIO IS A REAL
KNOCKOUT
The object is to successfully
defend a futuristic city from waves of
attacking alien ships.
ATARI SCREEN SHOT
The batUe begins! Atari version features
colors and sounds that YOU can changel
And these crafty alien critters are
just part of a rapid-fire graphics
bonanza that includes meteor swarms,
multiple attack waves, and even a free-
moving saucer that will repair your
city's damaged force field on the ATARI
version.
GOOD NEWS
You don't have to wait years for
the spectacular — STRATOS is
available now for the ATARI and TRS-SO
systems.
STRATOS. Entertainment of the
future — today.
THS-80 SCREEN SHOT
The TRS-SO version blows you awa/ with Its
/"^ ^^^ "■ COPYRIGHT 1982
Amdventure
\^>^ INTERNATIONAL
To order, see your local dealer. If tie does no! have the program, then call
1*X)-327-7172 (orders only please) or write for our free catalog.
Published by ADVENTURE INTERNATIONAL
a subsidiary of Scolt Adams, Inc.
BOX 3435 • LONGWOOD, FL 32750 • (305) 830^194
AVAILABLE NOW!
ATARI 400/800/1200 16K TAPE inM)161 $34.S
ATARI 400/800/1200 32K DISK 1S2-0161 S34.95
COMMODORE S4 TAPE lECMlTGI S34.95
COMODOREM DISK 162-0161 $34.95
TBS-BO 16RTAPE 010-0161 S24.95
TRS-80 32K DISK 012-0161 SZ4.K
Coming Soon For Ttie Cotor Computer!
PRICES SUBJECT TO CHANGE
20130 IF A$<>"Y" THEN 20100
20140 GOTO4000
50000 1=49152 :TI$="000000"
50010 PRINT" {home} £wHT) {12 RIGHTJREADY IN
■'LEFT$(STR?(103-INT(Tl/60) ) ,4) " SEC
ONDS "
50015 READ A: IF A=256 THEN PRINT" {HOME)
{10 RIGHT} {21 spaces} {SHIFT-SPACE}"
:GOTO50045
50020 IF A=-l THEN 1=49920 : GOTO 50010
53030 IP A==2 THEN 1=50688 : GOTO 50010
50040 C2=C2+A:POKE I , A: 1=1+1 : GOTO 50010
50045 IF C2<> 188431 THEN PRINT"CHECKSUM E
RROR IN LINE 50045": END
50046 RETURN
50050 DATA 120,169,0,141,20,3,169
50060 DATA 195,141,21,3,88,173,14
50070 DATA 220,41,254,141,14,220,165
50080 DATA 1,41,251,133,1,160,0
50090 DATA 185,0,208,153,0,48,185
50100 DATA 0,50,153,0,50,185,0
50110 DATA 209,153,0,49,185,0,211
50120 DATA 153,0,51,185,0,212,153
50130 DATA 0,52,185,0,213,153,0
50140 DATA 53,185,0,214,153,0,54
50150 DATA 185,0,215,153,0,55,169
50160 DATA 15,141,156,200,200,208,200
50170 DATA 165,1,9,4,133,1,173
50180 DATA 14,220,9,1,141,14,220
50190 DATA 169,28,141,24,208,169,15
50200 DATA 141,156,200,169,255,141,15
50210 DATA 212,169,128,141,18,212,169
50220 DATA 0,133,2,141,224,207,141
50230 DATA 255,207,141,254,207,141,253
50240 DATA 207,141,252,207,141,249,207
50250 DATA 160,6,169,20,153,0,207
50260 DATA 169,0,153,16,207,136,208
50270 DATA 243,169,251,141,251,207,160
50280 DATA 0,169,4,133,252,132,251
50290 DATA 169,216,133,254,132,253,169
50300 DATA 160,160,5,145,251,160,10
50310 DATA 145,251,160,15,145,251,160
50320 DATA 20,145,251,160,25,145,251
50330 DATA 160,30,145,251,160,35,145
50340 DATA 251,165,251,24,105,40,133
50350 DATA 251,144,2,230,252,201,232
50360 DATA 208,211,169,1,160,10,145
50370 DATA 253,169,4,160,5,145,253
50380 DATA 169,7,160,15,145,253,169
50390 DATA 14,160,20,145,253,169,8
50400 DATA 160,25,145,253,169,13,160
50410 DATA 30,145,253,169,3,160,35
50420 DATA 145,253,165,253,24,105,40
50430 DATA 133,253,144,2,230,254,201
50440 DATA 232,208,199,96,-1
50450 DATA 173,141
50460 DATA 2,201,1,208,3,76,49
50470 DATA 234,230,2,165,2,201,2
50480 DATA 240,3,76,49,234,169,0
50490 DATA 133,2,169,3,133,252,169
50500 DATA 216,133,251,160,45,177,251
50510 DATA 32,79,195,160,55,177,251
50520 DATA 32,79,195,160,65,177,251
50530 DATA 32,79,195,160,75,177,251
50540 DATA 32,79,195,165,251,24,105
50550 DATA 40,133,251,144,2,230,252
50560 DATA 201,192,208,213,76,0,198
50570 DATA 201,160,240,19,201,32,240
50580 DATA 37,162,1,232,221,174,195
50590 DATA 208,250,202,189,174,195,145
50600 DATA 251,96,152,56,233,40,168
88 COMPUH! October 1983
50610
DATA
50620
DATA
50630
DATA
50640
DATA
50650
DATA
50560
DATA
50670
DATA
50680
DATA
50690
DATA
50700
DATA
50710
DATA
50720
DATA
50730
DATA
50740
DATA
50750
DATA
50760
DATA
50770
DATA
50780
DATA
50790
DATA
50800
DATA
50810
DATA
50820
DATA
50830
DATA
50840
DATA
50850
DATA
50860
DATA
50870
DATA
50880
DATA
50890
DATA
50900
DATA
50910
DATA
50920
DATA
50930
DATA
50940
DATA
50950
DATA
50960
DATA
50970
DATA
50980
DATA
50990
DATA
51000
DATA
51010
DATA
51020
DATA
51030
DATA
51040
DATA
51050
DATA
51060
DATA
51070
DATA
51080
DATA
51090
DATA
51100
DATA
51110
DATA
51120
DATA
51130
DATA
51140
DATA
51150
DATA
51160
DATA
51170
DATA
51180
DATA
51190
DATA
51200
DATA
51210
DATA
51220
DATA
51230
DATA
51240
DATA
.51250
DATA
51260
DATA
51270
DATA
51280
DATA
51290
DATA
51300
DATA
51310
DATA
177,251,201,32,240,1,96
152,24,105,40,168,169,227
145,251,96,165,252,201,3
240,22,152,56,23 3,40,168
177,2 51,201,160,240,1,96
152, 24, 105, 40, 158, 159, 99
145,251,96,152,24,105,120
168,177,251,201,100,240,1
96,152,56,233,120,168,169
99,145,251,96,160,228,239
249.2 26,120,119,99,32,32
100, 111, 121,98, 248,247,227
-2,169,7,133,252
169,32,133,251,160, 170,177
251,32,47,198,160,180,177
251,32,47,198,160,190,177
251,32,47,198, 165,251,56
23 3,40,133,2 51,176,2,198
252,201,56,208,220,76,160
198,201,160,240,19,201,32
240.3 7,162,1,23 2,221,142
198,208,250,202,189,142,198
145,251,96,152,24,105,40
168,17 7,251,201,32,240,1
96,152,56,233,40,168,169
228,145,251,96,165,251,201
32,240,22, 152,24,105,40
168,177,251,201,160,240,1
96,152,56,233,40,168,169
100,14 5,251,96,152,56,23 3
120,168,17 7,2 51,201,99,240
1,96,152,24,105,120,168
169,100,145,251,96,32,99
119,120,226,249,239,228,160
160,22 7,247,248,98, 121,111
100,32,173,0,220,72,41
15,201,15,240,8,169,129
141,4,212,76,183,198,169
128,141,4,212,104,41,16
205,25 5,207,240,48,141,255
207,201,16,208,24,169,2
141,15,195, 169,1, 141,2 52
198,141,229,200,169,0, 141
2 50,207,141,224,207,76,239
198,169,1,141,15,195,169
2,141,252,198,141,229,200
169,0,133,2,32,245,198
76,32,200,238,2 50,207,173
250,207,201,1,240,1,96
169,0,141.250,207,173,0
220,141,254,207,41,1,208
13, 17 3,253,207,201,2 53,240
23,206,253,207,76,45,199
173,254,207,41,2,208.10
17 3,253,207,201,3,240,3
238,2 53,207, 17 3,254,207,41
8,208,13,173,25 2,207,201
3,240,2 3,2 38,2 52,207,76
82,199,173,254,207,41,4
208,10,173,252,207,201,253
240,3,206,252,207,173,254
207,41,3,201,3,208,16
173,253,207,240,11, 16,6
238,253,207,76,107,199,206
2 53,207,17 3,254,207,41,12
201 , 12,208, 16, 173, 252, 207
240,11,16,6,2 38,2 52,207
76,132,199,206,2 52,207,174
249,207,208,32,174,240,207
224,60,176,2 5,17 3,253,207
24,109,1,208,201,80,176
51320 DATA 5,169,244,76,191,199,201
51330 DATA 244,144,27,169,80,76,191
51340 DATA 199,173,253,207,24,109,1
51350 DATA 208,201,41,176,5,169,244
51360 DATA 76,191,199,201,244,144,2
51370 DATA 169,41,141,1,208,173,252
51380 DATA 207,48,32,24,109,0,208
51390 DATA 141,240,207,173,249,207,105
51400 DATA 0,141,249,207,201,1,208
51410 DATA 42,173,240,207,201,55,144
51420 DATA 35,32,155,200,76,4,200
51430 DATA 24,109,0,208,141,240,207
51440 DATA 173,249,207,105,255,141,249
51450 DATA 207,208,12,173,240,207,201
51460 DATA 25,176,5,169,25,141,240
51470 DATA 207,173,240,207,141,0,208
51480 DATA 173,16,208,41,254,13,249
51490 DATA 207,141,16,208,173,31,208
51500 DATA 41,1,240,3,76,101,200
51510 DATA 96,162,5,189,119,4,201
51520 DATA 57,240,6,254,119,4,76
51530 DATA 58,200,169,48,157,119,4
51540 DATA 202,208,235,76,58,200,162
51550 DATA 5,189,39,4,201,48,240
51560 DATA 6,222,39,4,76,222,200
51570 DATA 169,57,157,39,4,202,208
51580 DATA 235,120,169,234,141,21,3
51590 DATA 169,49,141,20,3,88,169
51600 DATA 255,133,2,76,222,200,0
51610 DATA 162,0,160,240,238,32,208
51620 DATA 232,208,250,200,208,247,169
51630 DATA 0,141,32,208,162,3,189
51640 DATA 39,4,201,48,240,4,222
51650 DATA 39,4,96,169,57,157,39
51660 DATA 4,202,208,237,162,5,169
51670 DATA 48,157,39,4,202,203,250
51680 DATA 104,104,76,81,200,160,15
51690 DATA 162,3,189,39,4,201,57
51700 DATA 240,6,254,39,4,76,180
51710 DATA 200,169,48,157,39,4,202
51720 DATA 208,235,136,208,230,169,0
51730 DATA 141,249,207,169,25,141,240
51740 DATA 207,169,148,141,1,208,172
51750 DATA 156,200,192,9,240,4,136
51760 DATA 140,156,200,173,5,4,201
51770 DATA 160,208,5,169,227,141,5
51780 DATA 4,96,238,224,207,173,224
51790 DATA 207,201,1,240,3,76,124
51800 DATA 201,169,0,141,224,207,173
51810 DATA 27,212,201,7,175,25,168
51820 DATA 185,0,207,201,20,208,8
51830 DATA 169,1,153,16,207,76,16
51840 DATA 201,201,255,208,5,169,255
51850 DATA 153,16,207,160,6,185,0
51860 DATA 207,24,121,16,207,153,0
51870 DATA 207,72,152,10,170,104,157
51880 DATA 1,208,136,208,235,160,6
51890 DATA 185,0,207,201,20,240,10
51900 DATA 201,255,240,6,136,208,242
51910 DATA 76,66,201,169,0,153,16
51920 DATA 207,76,52,201,173,30,208
51930 DATA 41,1,240,51,162,0,160
51940 DATA 240,238,32,208,232,208,250
51950 DATA 200,208,247,169,0,141,32
51960 DATA 208,162,3,189,39,4,201
51970 DATA 48,240,6,222,39,4,76
51980 DATA 49,234,169,57,157,39,4
51990 DATA 202,208,235,162,5,169,48
52000 DATA 157,39,4,202,208,250,76
52010 DATA 49,234,256
ir Vic 20™ or Commodore 64^" Compute?
This exciting, new weather package
allows you to learn, monitor, and predict
the weather using the same equipment as
the pros.
^Your Own Weatherman
The new HAWS (Home Auto-
Tnatlc Weather Station) com-
bines a quality weather sensor
with software to let you track
weather conditions inside or
outside your home. HAWS moni-
tors weather data including dew
point, temperature, humidity,
and atmospheric pressure; plots
historical data and graphically
displays weather trends: deter-
mines the comfort and chill fac-
tors to help you dress; HAWS
even forecasts the weather and
compares your predictions to
the local weatherman's.
HAWS uses the same sensor
employed by weather services in
60 countries worldwide. The
HAWS package costs only
$199.95 and includes the sensor,
cassette or floppy disc program,
15-foot cable with connector for
the computer, and a complete
user's manual.
Send today or call toll free to
order your HAWS package.
Ordering Information
Send $199.95 in check or money order payable to
Vaisala, Inc. Include name, address, telephone num-
ber, your computer model (VIC 20 or Commodore 64),
and program preference (tape cassette or floppy disc).
Or call toll free to place your order.
Major credit cards accepted.
Dealer inquiries invited.
l'800-227-3800 ext haws
VIC 20 and Commodore 64 are tfademarks of Commodore Electronics Ltd.
Learn/Teach Meteoroiogy
More than a toy or game,
HAWS provides the first oppor-
tunity to use your computer as a
data sampler and data analysis
system for meteorology, allow-
ing the user to interact with
incoming data to monitor and
forecast weather conditions.
HAWS includes an instructive
software program and a com-
plete user's manual that teaches
meteorological terms and equa-
tions to allow anyone to quickly
grasp weather concepts either at
home or in the classroom. Sim-
ple plug-in components and
easy hookup also means you
can free up your computer at
any time for other duties. HAWS
is a great educational tool for
anyone, Order today.
® VAISALA
VAISALA INC.
2 TOVifER OFFICE PARK
WOBURN. MA 01801
Mosaic Puzzle
Bruce Jordan
Remember that once-popular sliding-squares game?
With only one free space, you tried to move the colored
plastic tiles around to get a particular sequence or color
pattern. Although it was a challenge, this computer
variation of the game can be a mind-boggling test of
skill and dexterity. Versions for VIC, 64, Atari, and
theTl-99l4A.
"Mosaic Puzzle" is a computer version of those
sliding-squares puzzies that used to drive people
nuts before the advent of Rubik's Cube. It can run
on either an unexpanded or 3K expanded VIC.
The object of the game is to arrange the 15 num-
bered squares (hexadecimal numbers 1-F in this
version) into some predetermined order by sliding
them around in their frame. The first ie-w moves
are easy, but as the game progresses, it gets a lot
more complicated. You'll find yourself rearranging
everything just to get the last few squares in
place.
This version of the game has a timer for up to
23 hours, 59 minutes, 59 seconds, and a chicken
switch. It also automatically checks for the win-
ning order and allows you to go back to the puzzle
the way you left it or reset it to the beginning ar-
rangement.
When you start the game, you're asked if
you wish to set a time limit. If you answer Y for
yes, enter the time limit in one line with no spaces
or punctuation between the values. For example,
for a 1-hour, 23-minute limit, enter 012300.
Next, enter the goal order. This will be the
order that you will try to match to win the game.
When this is done, the upper half of the screen
will clear, and the puzzle will appear. A moment
later, the message !GO! will flash on the screen,
along with a tone. The controls for moving the
squares are as follows:
@ up
?/ down
= right
: left
90 COMPUTE! October 1983
1 pis
7
15
3
8
2
9
12
6
II
M
-1
10
5
t)D''E WOtlBER: 1
A game is just undenoay in the TI version of "Mosaic Puzzle.'
If you succeed in getting the squares in the
goal order, the message YOU WIN! appears on
the screen, accompanied by a short tune and the
elapsed time. If the time runs out before you are
finished, you'll hear an unpleasant sound. If you
want to stop the game, press RETURN and the
screen will display the elapsed time. You can then
restart the game, either as you left it or reset, by
hitting RETURN a second time.
Below is a brief description of the program as
originally written on the VIC.
Line 1 sets the limit of memory at 7600. This
gives a place to store the image of the puzzle.
Lines 2-5 define variables. Note that S, SC,
and SS are defined in tvv'o consecutive lines. This
is done because there are two possible entry points
when restarting the game.
Lines 10-66 GET the time limit.
Lines 70-290 GET the goal order and make
sure that no number is entered more than once.
Lines 300-365 put the puzzle on the screen,
either from the data table or from memory, then
Be Amazed!
Telengard: How low can you go?
We've created a subterranean monster. Fifty
stories low.
That's the number of levels In the TELEriQARD
dungeon.
Each labyrinthine level holds hundreds of dark chambers
and tomb-like corridors for the mighty adventurer to ex-
plore. It goes without saying that a shifting collection of
hideous monsters with unpredictable behavior patterns can
make life in the TELEriQARD maze quite interesting— and
frequently quite short!
Using wits, magic and true grit, your character delves
deeper and deeper into the depths of TELEHQARD in this
realtime fantasy rote-playing game. Available on cassette
for Commodore® 64, Atari® Home Computers {40K),
TR5-80® Mods. I /111 {52K) and FET® 2001 (32K) for a
ghoulish $23.00. 48K diskettes for Apple® II, Atari® , Com-
modore® 64 and TRS-80® available also, for $28.00.
AnD FOR THOSE WHO DOIN'T DIG UnDERGROUPID GAMES . . .
There's B-1 NUCLEAR BOMBER, a nail-biting solitaire simulation
of a manned 6-1 on a mission over the Soviet Union. Your plane is
equipped with six Phoenix Missiles, a one megaton warhead and
orders to retaliate! Cassette for Commodore 64, Atari Home Com-
puters (32R), T199/4 6f4A (16K). VIC-20(16K), Timex /Sinclair 1000
(16K), and TRS-80 Mods. I/Ill (I6K) are available for an explosive
$16.00. Diskette versions for Apple (48K), TR5-80 (32K), Atari (24K)
and IBM {48K) just $21.00.
Bl
NOGtEAR
BOMBER
nUHEWAR: Defend your country by massive espionage efforts, or
by building jet fighter bombers, missiles, submarines and ABM's.
Your cold and calculating computer will choose its own strategy!
Cassette for Commodore 64, VIC-20 (16K), TR5-80 Mods. 1/liI (I6K)
and Atari Home Computers Just $16.00.
FOOTBALL STRATEGY: Animated action on a scrolling field. A
head-to-head challenge or solitaire as you select the best offensive
or defensive plays in response to your opponent. Commodore 64,
Atari Home Computers (32K) and TR5-80 Models I/III/IV (16K)
cassette for $16.00. Atari (32K), IBM (64K) and TR5-80 Models
I/lll/IV (32K) diskettes available at $21.00.
T.G.I.F,: Thank Goodness It's Friday! Avalon Hill's new party game
for one to four players recreating an often-not-so-typical week in
the lives of the working class. Half the fun is Just making it from
Monday to Sunday. Commodore 64, Atari Home Computers (40K}
cassette for a meager $20.00. Atari diskette (48K) for $25.00.
AVAILABLE WHEREVER GOOD COMPUTER GAMES ARE
SOLD or call Toil-Free; 1 (800) 638-9292 for the name of a
store near you. Ask for Operator C.
a Division of the
Avalon Hill Game Company
4517 Harford Road, Baltimore, MD 21214 U.S.A. Earth
' Trademarks of Tandy Corp., Apple Computers. Commodore Business Machines. Warner
Communications and Internationa! Business Macilines.
QUALITY
(^^gs
print the go message and start the timer.
Lines 360-560 check the timer, move the
number squares, and check for the winning order.
Lines 570-710 print the winning or losing
message, display the elapsed time, and play the
sound effects.
Lines 720-740 save the position of the blank
square, then clear the variables and reset the
game.
Lines 745-790 are the DATA statements for
the puzzle's beginning order and the winning
tune.
Program 1: Mosaic Puzzle- vie version
BEGINNING PROGRAMMERS
If you're new to computing, please read "How
To Type COMPUTEI's Programs" and "A
Beginner's Guide To Tj^ing In Programs."
1 POKE55,176:POKE56,29:CLR
2 S=7845:SC=38565:SS=7603:GOTO4
3 SS=7603:S=PEEK(SS)*256+PEEK(SS+1) :SC=S+
30720
4 DIMA$(16)
5 PRINT" ECLR] ":G=8018:X=0:DX=1:P=38738:V=
36878: 51 = 36876: 52 = 36877 :POKEV, 15
10 PRINT"TIME LIMIT? [ RV5} {GRN JY{OFF}
( RVS } ( PUR } N { OFF } [ BLU } "
20 GETA$:IFA?=""THEN20
30 1FA?<"N"ORA$>"Y"THEN20
40 IFA$=>"O"ANDA5<="X"THEN20
50 IFA?="N"THEN70
60 PRINT" {CLRl ": INPUT "HRS:MINS: SEC ";T5:H=
I :IFLEN(T$) <>6THEN60
62 IFLEFT? {T$ , 2 ) > "23 "ORLEFT$ {T$, 2 ) < "0"THE
N60
64 IFMID$ (T$ , 3 , 2 ) > "59"ORMID$ (T? , 3 , 2 ) < "0"T
HEN60
66 IFRIGHT$ (T? , 2 ) > "59"ORRIGHT$ (T$ , 2 ) < "0"T
HEN60
70 PRINT" {CLR}"TAB( 24) "TYPE IN GOAL ORDER
80 PRINT "{down} [3 SPACESjl 2 3 4 5 6 7 8
{SPACE}9"SPC(8) "A B C D E F {RVS}S
{0FF)"TAB(49) "IN ANY ORDER"
90 PRINTTAB(118)"GOAL"TABC30) "E4 Y3 "
100 FORK=0TO3 : POKE7996+K, 100 : POKE8106+K, 9
9 : POKE3871 6+K, 0 : POKE38826+K, 0 : NEXTK
110 FORK=22T088STEP22 : POKE7995+K, 103 : POKE
8000+K, 101 :POKE38715+K,0:POKE38720+K,
0: NEXTK
130 F0RI=1T016STEP1
140 GETA$(1) :IFA?(I)=""THEN140
150 FORL=I-1TO0STEP-1:IFA$(I)=A$CL)THEN14
0
160 NEXTL
165 IFA?(I)="S"THEN190
170 IFA?(I)<="0"ORA?(I)=>"G"THEN140
180 IFA$(I)=>": "ANDA$(I)<="@"THEN140
190 B=VAL(A$Cl) ) :C=B+48:IFB=0THEN220
200 POKE38467+2*B,7 : POKEG+X,C: POKEP+X, 0 :X
=X+DX : IFX=4THENG=G+2 2 : P=P+22 :X=0
210 NEXTI:IFI=17THEN300
220 IFA?{I)="A"THENB=1
230 IFA$(I)="B"THENB=2
240 IFA$(I)="C"THENB=3
92 COMPUTEI October 1983
250 IFA$(I)="D"THENB=4
260 IFA$(I)="E"THENB=5
270 IFA?(I)="F"THENB=6
272 B2=B
275 IFA?(I)="S"THENB=7:B2=32
280 POKE38492+2*B, 7 :P0KEG+X,B2: POKEP+X, 0;
X=X+DX: IFX=4THENG=G+22 :P=P+22 :X=0
290 NEXTI
300 FORR=0TO132 : POKE7702+R, 32 : POKEjB422+R
, 1 : NEXTR
310 PRINT" [home} "TAB(29) "PUZZLE"TAB( 29) "
E6 Y2"
320 FORK=0TO3 : POKE7754+K, 100 : POKE38474+K,
0 : POKE7864+K, 99 : POKE38564+K, 0 : NEXTK
330 FORK=22T088STEP22 : POKE7753+K, 103 : POKE
3847 3+K,0:POKE7 758+K,101:POKE38478+K,
0: NEXTK
335 IFP1=0THEN340
336 FORK=0TO66STEP22 : FORJ=0TO3 : POKE7 776+J
+K, PEEK(7605+J+K)
337 POKE38496+J+K,PEEK(7609+J+K) :NEXTJ:NE
XTK:G0TO352 .
340 READA,B,C:IFA=-1THEN355
350 POKE7776+A, B : POKE38496+A, C : GOTO340
352 READA,B,C:IFA=-1THEN355
353 GOT0352
355 FORT=1TO1500:NEXT
360 POKESl, 235 :POKEV, 15 : PRINT" {HOME} "TABC
2 28 ) " { RVS } { RED ] 1 GO 1 [ OFF } { BLU ] "
365 FORT=1TO500:NEXT: PRINT" {HOME} "TAB{228
) "(4 SPACES} ":POKES1,0:TI$= "000000"
370 IFHO1THEN380
375 IFT5<=TI$THENT$=TI5:GOTO600
380 GETB?:IFB5=""THEN370
390 D=ASC(B$) :ON-(D=47)-2*(D=58)-3*(D=61 )
-4* ( D=64 ) -5* ( D=13 )GOTO410 , 440 , 470 , 500
,620
400 GOTO370
410 IFPEEK(S-22)=100THEN370
420 POKES, PEEK (S-2 2) : POKESC, PEEK{ SC-22 ) :P
OKES-22 , 32 : POKESC-22 , 1 : S=S-22 : SC=5C-2
2
430 GOSUB530:GOTO370
440 IFPEEK(S+1)=101THEN370
450 POKES, PEEK(S+1 ) : POKESC, PEEK ( SC+1 )
ES+l,32:POKESC+l, 1 : 5=5+1 :SC=SC+1
460 GOSUB530:GOTO370
470 IFPEEK(S-1)=103THEN370
480 POKES, PEEK (S-1) : POKESC, PEEK ( SC-1 )
ES-1 , 32 : POKESC-1 , 1 : S=S-1 :SC=SC-1
490 GOSUB530 :GOTO370
500 IFPEEK(S+22)=99THEN370
510 POKES, PEEK (S+22 ) : POKESC, PEEK ( SC+22 ) :P
OKES+22, 32 :POKE5C+22,l :S=S+22 : SC=SC+2
2
520 GOSUB530:GOTO370
530 FORM=0TO66STEP22 : FORN=0TO3STEP1
540 W=PEEK(7776+M+N) : IFW-128>0THENW=W-128
550 IFW<>PEEK(8018+M+N)THENRETURN
560 NEXTNiNEXTM
570 T5=TI$:PRINT"[HOME}"TAB(2 26} "{rVS}
[yel}you winUoff} [BLU] "
580 READN,D:IFN=-1THEN620
585 POKESl , N : FORT=lTOD : NEXT : GOTO580
600 PRINT" {HOME} "TAB (225) "{rVS} {gRN} !Y0U
[SPACE] LOSE J [OFF] [ BLU] " : P0KES2 , 135 : PO
KES1,128:FORT=1TO500:NEXT
610 POKES2,0: POKESl, 0
620 T$=TI5 : FORK=0TO66STEP2 2 : FORJ=0TO3 : POK
E7605+K+J,PEEK(7776+K+J)
630 POKE7609+K+J,PEEK(38496+K+J) :NEXTJ:NE
:POK
;POK
XTK
700 PRINTTAB(199) "HIT RETURN TO PLAY"SPC{
10) "AGAIN"
710 PRINT"{3 RIGHT}tIME="LEFT$(T$,2);":"M
ID$ (T$ , 3 , 2 ) ; " : " RIGHT? ( T$ , 2 )
720 GETC$:IFC$=""THEN720
730 IFC$=CHR$(X3)THENPOKESS,INTCs/256) : PO
KESS+1 , SAND255 : CLR: GOT0736
735 GOTO720
736 PRINT" (CLR} RESET {RVS]
{GRN}1{0FF}{BLU3{H0ME}E2 DOWNJOR AS Y
OU LEFT IT.{RVS3 {PUR)2£oFF}{BLU}"
737 GETV$:IFV$=""THEN737
738 1FV$<"1"0RV?>"2"THEN737
739 IFV$="1"THEN2
740 IFV$="2"THENP1=1:G0T03
745 DATA0, 49, 0,1, 178, 4, 2, 51, 0,3, 180, 4
750 DATA22, 53, 0,23, 182, 4, 24, 55, 0,25, 184, 4
760 DATA44, 57, 0,45, 129, 4, 46, 2, 0,47, 131, 4
770 DATA66, 4, 0,67, 133, 4, 68, 6, 0,69, 32,1
780 DATA-1,-1,-1
790 DATA208 ,150,0,50, 208 ,75,0,50, 208 ,75,2
18,175,208,115,218,175,224,250,0,0,-1
-1
"Mosaic Puzzle," VIC version.
Program 2: Mosaic Puzzle - 64 Version
Translation by Chris Metcolf, Programming Assistant
1 POKE55,176:POKE56,29:CLR
2 S=7845':SC=38565:SS=7603:GOTO4
3 SS=7603:S=PEEK(SS)*256+PEEK(SS+1) : SC=S+
30720
4 DIMA${16)
5 PRINT" tCLR} ":G=8018:X=fci:DX=l:P=38738:V=
36878 : 31=36876 ; 52=36877 :POKEV, 15
10 print"time limit? [rvs} [grn}y[off}
{rvsI [pur}n[off3 {blu}"
20 GETA$:rFA$=""THEN20
30 IFA$<"N"ORA$>"Y"THEN20
40 IFA$=>"O"ANDA$<="X"THEN20
50 IFA?="N"THEN70
60 PRINT"{CLR} ":INPUT"HRS:MINS:SEC";T$ :H=
1 : IFLEN ( T? ) < > 6THEN60
6 2 IFLEFT? ( T$ , 2 ) > " 2 3 " ORLEFT? { T? , 2 ) < "0 "THE
N60
64 IFMID? ( T$ , 3 , 2 ) > " 59 "ORMID? ( T$ , 3 , 2 ) < " 0 " T
HEN60
94 COMPUTE! October 1983
66 IFRIGHT? ( T$ , 2 ) > " 59 "ORRIGHT? ( T? , 2 ) < "0 "T
HEN60
70 PRINT"{CLR3"TAB(24) "TYPE IN GOAL ORDER
80 PRINT" {down} {3 SPACES31 2 3 4 5 6 7 8
{SPACE}9"SPC(8) "A B C D E F {RVS}S
(off] "TAB(49) "IN ANY ORDER"
90 PRINTTAB(11S)"GOAL"TAB{30) "E4 y3 "
100 FORK=0TO3 :POKE7996+K,100:POKE8106+K,9
9 : POKE38716+K, 0 : POKE38826+K, 0 :NEXTK
110 FORK=22T088STEP2 2 : POKE7995+K, 103 : POKE
8000+K,101 :POKE38715+K,0:POKE387 20+K,
0:NEXTK
130 F0RI=1T016STEP1
140 GETA?(I) :IFA?(I)=""THEN140
150 FORL=1-1TO0STEP-1 : IFA$ { I )=A$ (L)THEN14
0
160 NEXTL
165 IFA?(I)="S"THEN190
170 IFA$ ( I ) <="0 "ORA? ( I ) => "G"THEN140
180 IFA? ( I )=> " : "ANDA? ( I ) <="@"THEN140
190 B=VAL{A$(I) ) :C=3+48:IFB=0THEN220
200 POKE38467+2*B,7:POKEG+X,C:POKEP+X,0:X
=X+DX : IFX=4THENG=G+22 : P=P+22 :X=0
NEXT! ; IFI=17THEN300
IFA? ( I )="A"THENB=1
IFA? ( I ) ="B"THENB=2
I FA? ( 1 ) = " C " THENa=3
IFA? ( I ) ="D"THENB=4
IFA?(I)="E"THENB=5
IFA? ( I ) ="F"THENB=6
B2=B
IFA?(I)="S"THENB=7:B2=32
P0KE3 8492+2 *B , 7 : POK£G+X , B2 : POKEP+X , 0 :
X=X+DX: IFX=4THENG=G+22 : P=P+22 :X=0
NEXTI
FORR=0TO132:POKE7702+R,32:POKE38422+R
, IrNEXTR
PRINT" {home} "TAB(29) "PUZZLE"TABC29) "
E6 Y3"
FORK=0TO3:POKE7 754+K,100;POKE38474+K,
0 ; POKE7864+K, 99 : POKE38584+K, 0 :NEXTK
FORK=22T088STEP22 :POKE7753+K, 103 : POKE
38473+K, 0 : POKE7 758+K, 101 :POKE38478+K,
0 : NEXTK
IFP1=0THEN340
FORK=0TO66STEP2 2:FORJ=0TO3;POKE7775+J
+K,PEEK(7605+J+K)
337 POKE38496+J+K,PEEK(7609+J+K) :NEXTJ:NE
XTK:GOT03 52
340 READA,B,C:IFA=-1THEN355
350 POKE7776+A, B: POKE38496+A, C : GOTO340
352 READA,B,C:IFA=-1THEN355
353 GOT0352
355 F0RT==1T01 500: NEXT
360 P0KES1,23 5:P0KEV,15:PRINT"£H0ME] "TAB(
228) "{RVS} {red} IGOl £0FF3 {BLU}"
365 FORT=1TO500:NEXT: PRINT" {home} "TAB( 228
) "{4 SPACES} ":POKES1,0:TI$="000000"
370 IFHO1THEN380
375 IFT$<=TI$THENT?=TI$:GOTO600
380 GETB?:IFB$=""THEN370
390 D=ASC(B?) :0N-CD=47)-2*(D=58)-3*CD=61 )
-4*(D=64)-5*(D=13)GOTO410,440,470,500
,620
400 GOTO370
410 IFPEEK(S-22)=100THEN370
420 POKES, PEEK(S-22 ) : POKESC, PESK ( SC-22 ) :P
OKES-22 , 32 :POKESC-22 , 1 : S=S-22 : SC=SC-2
2
430 GOSUB530:GOTO370
440 IFPEEKCS+1)=101THEN370
ffl
DO YOU
HAVE THE
RIGHT STUFF??
TAKEOFFS, LANDINGS, CLIMBS
DIVES, STEEP TURNS, CHANDELLES,
AILERON ROLLS, BARREL ROLLS, LOOPS,
CUBAN 8'S, SPLIT S'S, IMMELMANN TURNS,
AERIAL COMBAT, DEFLECTION SHOTS, STRAFING RUNS,
DIVE BOMBING, AIR-AIR MISSILE LAUNCHES,
FLIGHT LEADERSHIP, FLIGHT TEAMWORK,
HEAD TO HEAD COMBAT
MicroProse Software has the right stuff and we do all these maneuvers in our flight
simulations!!! We would like to share our RIGHT STUFF with you. Our over 1 0,000 hours of
flying experience in all types of aircraft from the giant C-5A Galaxy to actual combat in the
A-7 fighter allows us to bring you the BEST, MOST REALISTIC, and MOST
CHALLENGING flying simulations available for your ATARI or COMMODORE 64
computers! Try your RIGHT STUFF with our fine flying simulations!!!
y/j
^i/^kg
B
2/^zi^X^3^j|
WJ~LLJI
f^tgt^Bt
HELLCAT ACE (Pacific) and SPITFIRE ACE (Europe)
are 3-D aerial dogfights requiring real fighter pilot skills and
maneuvers. (AT/C,... $29.95).. .WINGMAN is a player vs.
player, head to head, split screen, air to air, and air to ground
simulation requiring flight leadership skills to dive, loop,
bomb, and strafe enemy territory while defending your own
territory. (AT/C,...$34.95)...MIG ALLEY ACE is a split
screen, head to head, 3-D aerial dogfight combat simulation
of Korean Conflict out the cockpit F-86 flying. <AT,... $34.95)
...SOLO FLIGHT is an outstanding flight trainer that pro-
vides realistic takeoffs and landings, crosscountry navigation,
and uses a three dimensional view of the actual airborne
aircraft and the surrounding terrain to provide realistic and
challenging training to pilots of all skill levels. (AT, ...$34.95)
If you cannot find our software at your local retailer, you can order by MasterCard or Visa,
money order, COD, or Check. Add $2.50 for postage and handling. MD residents add 5%
sales tax. Call or write:
MicroPros^ Software ^ Canbou court, ParUton, MD 21120, (301) 357-4739
DEALER INQUIRIES WELCOME!
ATARI and Commadore 64 arc the regisiered trademarks of
ATAltt. Inc. & Commodore fiustnesa Machines
Commodore 64 Notes
Chris Metcalf, Programming Assistant
The Commodore 64 version of "Mosaic
Puzzle" is very much the same as the original
VIC version. However, some minor changes
have been made. Either the RETURN key or
the fire button allows you to pause momen-
tarily before resuming the game, restarting
the program, or stopping play entirely.
Breaking off and resuming has no effect on
the time clock (displayed at the top of the
screen along with the time limit).
As an aid to the user, various keys for
up, down, right, and left can be selected at
the beginning of the game. A joystick can
also be used, as long as it is plugged into
control port two. The time limit is an option
in this version; if no time limit is selected,
the screen will display elapsed time and TIME
LIMIT:NONE.
739 1FV$="1"THEN2
740 IFV$="2"THENP1=1:GOT03
745 DATA0, 49, 0,1, 178, 4. 2, 51, 0,3, 180, 4
750 DATA22, 53, 0,23, 182, 4, 24, 55, 0,25, 184, 4
760 DATA44, 57, 0,45, 129, 4, 46, 2, 0,47, 131, 4
770 DATA66, 4, 0,67, 13 3, 4. 68, 5, 0,69, 32,1
780 DATA-1,-1,-1
790 DATA208, 150, 0,50, 208, 75, 0,50, 208, 75, 2
18,175,208,115,218,175,224,250,0,0,-1
,-1
in£rrcs?S£ir:99-t9,t6 "cm i -moiie
PUZZLE
450 POKES , PEEK ( S+1 ) : POKESC , PEEK ( SC+1 ) : POK
ES+1 , 32 : POKESC+I , 1 : S=S+1 : SC=SC+1
460 GOSUB530:GOTO370
470 IFPEEK(S-I)=103THEN370
480 POKES, PEEK (S-1) : POKESC, PEEK CSC-1 ) : POK
ES-1 , 32 : POKESC-1 , 1 i S=S-1 : SC=SC-1
490 GOSUB530:GOTO370
500 IFPEEK(S+22)=99THEN370
510 POKES, PEEK (S+2 2) iPOKESC, PEEKCSC+22 ) :P
OKES+2 2,32: POKESC+2 2 , 1 : S=S+2 2 : SC=SC+2
2
520 GOSUB530:GOTO3 70
530 FORM=0TO66STEP22:FORN=0TO3STEP1
540 W=PEEK(7776+M+N) : IFW-128>0THENW=W-128
550 IFW<>PEEK(8018+M+N)THENRETUEy!l
560 NEXTN:NEXTM
570 T?=TI$: PRINT "{home} "TAB (226) "{RVS}
{YEL]Y0U WIN! {off} [BLUS"
580 READN,D:IFN=-1THEN620
585 POKES1,N:FORT=1TOD:NEXT:GOTO580
600 PRINT "{home) "TAB (225) " f RVS } {GRN] lYOU
{SPACE} LOSE I {OFF] {BLU} " : POKES2 , 135 :PO
KES1,128:FORT=1TO500:NEXT
610 POKES2,0:POKES1,0
620 T5=TI? : FORK=0TO66STEP22 :FORJ=0TO3 : POK
E7605+K+J, PEEK(7776+K+J)
630 POKE7609+K+J,PEEK(38496+K+J ) :NEXTJ:NE
XTK
700 PRINTTABC199) "HIT RETURN TO PLAY"SPC(
10) "AGAIN"
710 PRINT" {3 RIGHT}TIME="LEFT5(T?,2); ":"M
ID$(T$,3,2) r ": "RIGHT$(T$,2)
720 GETC$:IPC$=""THEN720
730 IFC$=CHR$C13)THENP0KESS,INT(S/256) :P0
KESS+1 , SAND255 : CLR:G0T0736
735 GOTO720
736 PRINT "{CLR) RESET {RVS]
[grn)1{0FFHBLU} {home} {2 DOWNJOR AS Y
OU LEFT IT. {RVS}{PUR}2{0FF}{BLUJ"
737 GETV$:IFV$=""THEN737
738 IFV$<"1"0RV?>"2"THEN737
96 COMPUTE! October 1983
"Mosaic Puzzle," 64 version.
Program 3: Mosaic Puzzle -Atari Version
Translation by Marc Sugiyama, Programming Assistant
PUZZLE$(16) ,G0AL4C16
GOAL*
lZ3:456789RBCI>Er
110 DIM ANS*(1)
) , TEMP* ( 1 )
120 PUZZLE*=
= " <: 16
130 CHBASE=PEEK ( 106) *256: I
ASE+17>=102 AND PEEK(C
=126 THEN 170
140 POKE 106, PEEK ( 106) -6: G
16:SETC0LQR 0,0,0:POSI
RINT #6; "PLEASE STAND
150 CHBASE=PEEK ( 106) «256
160 FDR l=& TO 479:POKE CH
K <57344+I > :POKE 708, PE
NEXT I
170 FOR I=4S0 TO 487: POKE
:POKE CHBASE + a+I , 128: N
130 FOR 1 = 496 TO SI 1: POKE
:NEXT I: POKE r.HBASE + 49
CHBASE+51 1 , 2S5
190 GRAPHICS 2:SETC0LDR 2,
200 SETCOLOR 4 , 0 , 0 : SETCOLO
TCQLQR 1,0,3
210 TIME=0:PRINT
A TIME LIMIT
ANS*: IF ANS*<
THEN 210
220 IF ANS*="N" THEN 290
230 TRAP 230: PR INT "{CLEAR
MINUTES 9{2 LEFT>";:I
240 TRAP 40000; IF MIN<0 OR
MIN) THEN 230
250 T IME = 3600tMIN
260 TRAP 260:PRINT "{CLEAR
SECONDS 0{2 LEFTD";:!
{CLEARED
N{2 LEFT
"Y" AND
F PEEK (CHB
HBASE+470)
RAPHICS 2+
TION 2, 6: P
BY"
BASE+I , PEE
EK'< 53770) :
CHBASE+I , 1
EXT I
CHBASE+1 , 0
6, 255: POKE
0, 10
R 2 , 0 , 0 : S E
0 YOU WANT
> " ; : INPUT
ANS* < :; "N"
3 NUMBER OF
NPUT MIN
MIN^ >INT <
}• NUMBER OF
NFUT SEC
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• 16K ROM Cartridge, the
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• Written specifically for the ^
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• Ten different rounds
• Difficulty adjustment -^
• High score table r
• Demo mode ,'
J Spectacular soundand '
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• Runs on any | \r .
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Atari Notes
Marc Sugiyama, Programming Assistant
"Mosaic Puzzle" for the Atari is similar to
the original VIC version; however, there are
some differences. As you select the order for
the goal, the letters will move from the puzzle
box to the goal box. The game begins once
you have selected all of the letters and num-
bers (do not forget about the space). If you
have selected a time limit, the amount of
time you have left is displayed at the bottom
of the screen. If you did not select a time
limit, the elapsed time is displayed.
You move the space (hole) around the
puzzle board with a joystick plugged into
the first port. Pressing the trigger activates
the pause function. The timer is stopped,
but the screen is cleared as well. Pressing
the trigger again returns you to the game.
Pressing Q while you are in the game allows
you to quit the program.
; SEC;
270 TRfiP 40000: IF SEC<0 DR SEC<MNT<
BEC) DR SE059 THEN 260
280 TIME=TIME+SEC«60: IF TIME=0 THEN
230
290 GRAPHICS 2+ 1 6 : SETCQLOR 4,i3,0;5ET
COLOR 2, 8, S: SETCOLOR 0,1,4:SETCO
LOR 1,5,10:POKE 756 , CHBft3E/256
300 XP0S=4: YPDS=3
310 BDSUB S80:GOSUB 860
320 POSITION 1,11:PRINT #6; "TYPE IN
GOAL ORDER" : SPfiCE= 1 : OPEN #1,4,0,
" K : ■■
330 GET #1,AC:IF <AC:;49 OR AO70 OR
(AOS7 AND AC<:65)> AND AC032 TH
EN 330
340 IF AC=32 THEN HERE=16:G0T0 360
350 HERE=AC-48: IF HERE>9 THEN-HERE=H
ERE-7
360 IF PUZZLE* (HERE, HERE) =" " THEN 3
30
370 PUZZLES (HERE, HERE)=" ":GOAL*(SPA
CE, SPACE) =CHR$(AC+12a):5PACE=SPA
CE+1
380 GOSUB 860:GOSUe 870: IF SPACE<>17
THEN 330
390 CLOSE ttl : PUZ ZLE$= "F^*.gWi^J=W:1iI»J>33
[ai":GOSUe a60:POSITION 1,11:PRIN
T #6; "CIS SPACES] "
400 POKE 18,0:POKE 19,0:PDKE 20,0
410 CLOCK=PEEK (18) *65536+PEEK (19) *25
6+PEEK (20)
420 IF TIME<>0 AND CLOCK: =TIME THEN
580
430 POSITION 5, 11: IF NOT TIME THEN
450
4 40 riIN=INT ( (TIME-CLOCK) /3600) : SEC=I
NT ( (TIME-CLOCK) /60) -60«MIN: GOTO
460
450 MIN=INT (CLOCK/ 3 600) : SEC=INT (CLDC
K/60) -60»MIN
98 COMPUTE! October 1983
410
THIS =
460 PRINT #6; "TIME ";MIN;":*
: IF STRIG(0)=0 THEN 780
IF PEEK (764) =47 THEN 670
JDY=STICK (0) : IF JDY=15 THEN
HERE=XPDS+YPOB*4
IF JDY=13 AND YPOS<>0 THEN
-4:G0SUB 560 : YPQS=YPQS-1
IF J0Y=14 AND YP0SO3 THEN THIS =
4:GDSLfB 560 : YPOS = VPOS+ 1
IF JQY = 7 AND XPQ30 1 THEN THIS = -
1: GOSUB 560: XPOS=XPOS-l
IF JOy=ll AND XPaS<>4 T-HEN THIS =
i:GGSUB 560: XP0S=XP0S+1
POKE 77,0:6OSUB 860: IF PUZZLE*=G
OALt THEN 720
GOTO 410
SOUND 0, 100, ICK 10: TEHP S = PU Z Z LE« t
HERt+THIS,HERE+THIS):PUZZLE$iHER
E, HERE) =TEMP*
PUZZLE* (HERE + THIS, HERE+THIS)=" «"
: SOUND 0, 0, 0, 0: RETURN
GRAPHICS 2+16: SETCOLOR 0,0,0: FOB
IT ION 0,5: PRINT #6s"yDU RAN OUT
Of TIME!":FOR 1=0 TO 254 STEP 2
590 POKE 708, 255-1 : SOUND 0,I,10,10:N
EXT I : SOUND 0,0.0.0
600 GRAPHICS 2+16: SETCOLOR 0,0.10
610 POSITION 7,1: PRINT #6 ; " GH^H: ' : P
nSITION 3,3:PRINT #6;"1)T0 CONTI
N L= E "
620 POSITION 2,5:PRINT
T OVER"
630 OPEN #1 , 4, 0, "K: •'
640 GET ttl,AC;IF hC<>49 AND ACO50 T
HEN 640
650 CLOSE #1:IF AC=49 THEN TIME=0:GD
SUB 380: GOSUB 860: GOSUB 870: POKE
18,0: POKE 19,0:POh:.E 20,0: GOTO 4
10
660 RUN
670 T1=PEE.K ( IS) : T2 =
20) : GRAPHICS
470
480
490
500
510
520
53 0
540
550
56 0
570
580
#6;
DTD STAR
= PEEK < 19) : T3 = PEEK
^+16: SETCOLOR 0.0,
PRINT «6; "DO YOU
OPEN #1 , 4, 0, "K: "
AC< >89 AND AC<>7S
l^A
AC=S9 THEN GRAPHICS
1=0 TO 254 STEP 2: POKE 703
680 POSITION 0,6;
NT TO QUIT?":
690 GET #1 , AC: IF
HEN 690
700 CLOSE #1 : IF
0: END
710 GOSUB 8S0:BOSUB B60:GOSUB a70:PO
KE 20, T3: POKE 19, T2: POKE 18,T1:G
OTD 410
720 FOR 1 = 1 TO 100: POKE 7 12, PEEK (537
70 ) : NE X T I
730 GRAPHICS 2+ 1 6 : SETCOLOR 0,0,0:PDS
ITION 4,5:PRINT #6;"Y0U DID IT-'
"sFOR
, I
740 SOUND 0,255-1 , 10, 10: NEXT
750 GRAPHICS 2+ 1 6 : PDS I T I ON 3
LOR 0,1,10:PRINT «6;"PRESS
BER" : POSITION 4, 6: PR I NT #6;"
RY AGAIN"
760 IF STRIG(0)=1 THEN 760
770 RUN
780 GRAPHICS 2+ 1 6 : T 1 =PEEK ( 1 3 ) : 12
K ( 19) : T3=PEEK (20) : POSITION 4
PRINT #6; "PAUSE ACTIVE"
790 POSITION 3,11:PRINT #6
RIGGER"
300 IF STR16(0>=0 THEN 800
810 IF STR16(0)=1 THEN 810
I
SETCO
TRIG
"TO T
= PEE
1 0:
'PRESS
J CDftlPUTER HDU3E, mC.
MILFORD, MICHIGAN
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•Both
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Arcade Style Games are High Res Full Machine Code.
Commodore 64 and VIC 20 are Registered Trademarks of Commodore Business Machines, Inc.,-
820
830
S40
8 50
S60
870
880
890
900
910
920
930
IF
BOS
POK
: GO
END
FDR
T *i
: RE
FDR
NT
RET
GRfl
COL
LOR
PDK
: PR
PD3
ITI
FDR
#6;
PRI
POS
ITi
POS
OSI
URN
STRIGi0)=0 THEN B20
UB B30:GOSUB S60:BO:.UB 870
E 18, Tl: POKE 19, T2: POKE 20, T3
TO 410
ELSE IF K-
SOUND (150,
7 THEN
110,0):
700 EL
: GOTO
1 =
6; P
TUR
1 =
#6;
URN
PHI
OR
E 7
INT
ON
1 =
■■ \ -C
NT
ITI
ON
ITI
TIO
0 TD 3: POSITION 2, I +4: PRIM
UZ ZLE* ( I *4+l , I t4+4 ) : NEXT I
N
0 TO 3:P0SITiaN I4,I+4:PRI
GOAL* ( I *fl + i , I *4 + 4) : NEXT I:
CS 2
1,5,
10.6
56, C
«6;
ON 2
14,3
4 to
4 SP
tt6; "
ON 2
14,3
ON 1
N 14
+ 1
4:
: S
HB
"h
3 ■— "
: P
7
AC
\ -C
, B
: P
, 9
', 9
6:
SE
ET
AS
e;-;
: P
RI
P
ES
4
: P
RI
P
P
SETCOLOR 0,i,4:5ET
TCOLOR 2,8,8:3ETC0
COLOR 4,0,e
E/256: POSITION 5,2
puzzle"
RINT #6;" ":POS
NT #6; " "
OSIT ION 1 , I : PRINT
:i" : POSITION 13,1:
SPACES] D
RINT #6;
NT tt6; '■ ■
RINT #6;
RINT #6;
NEXT 1
---■-■'■" : POS
rm^3E" : P
FTiEC" : RET
HEX PUZZLE
1234
5678
9ABC
DEF
PUZZLE
3476
129E
CDAB
8F5
GOAL
TIME 0:6
"Mosaic Puzzle," Atari version.
Program 4: Mosafc Puzzle -
by Rick Rothstein
190 CALL HAGNIFY<4);: R
DIM TILE ( 16) , TEMP ( 1
)=16 :: FR=153
200 CALL CLEAR : : CALL
CALL CHARSET : : CA
0" , 71 , RPT* ( "0" , 12) S(
210 DISPLAY AT(1,9>:RPT
DISPLAY AT(2,9):"0P
220 DISPLAY AT(3,9):RPT
DISPLAY AT ( 10, 4) : "P
: : DI SPLAY AT ( 1 1 , 4
HHH"
230 DISPLAY AT<13,6>s"l
•PUZZLE" : : DISPLAY
P; '■2*«##«#LETTER«PU
240 WASTE=RND : : CALL K
IF ST=0 THEN 240
250 IF K=49 THEN 1=0 EL
#####«NUMBER
AT ( 16, 6) BEE
ZZLE"
EY (0, K, ST) : :
SE IF K=50 T
260
270
280
290
300
310
320
330
340
350
360
370
380
390
400
■ Tl Version
ANDOMIZE :;
410
6):: TEMP<16
420
SCREEN C 1 1 ) : :
430
LL CHAR (35,"
"FF0000FF")
* ( " G " , 1 2 > 5 :
TION«#MENU"
440
* ( " H <• . 1 2 ) : :
RESS«#«#FOR"
) : "HHHHH#»«»
450
460
: CALL SCREEN(4) : :
RESTORE 710 ELSE RE
HEN I=t
SE CALL
240
CALL CLEAR :
IF 1=0 THEN
STORE 790
FOR 1=80 TO 136 STEP 4 :: READ
A*,B* :: CALL CHAR C I , " FFFF " !,A*&
■'FFFFFFFF"ScBt&"FFFF"> : : NEXT I
:: CALL CHAR ( 1 40 , RPT* ( " 0 " , 64 ) )
CALL CHAR (71 , "00000000000000003
0303030303030300000FrFF" )
CALL CHAR (74, "00003F3F303030300
0 00FCFC0C0C0C0C303030303F3F000 0
0C0C0C0CFCFC" ,78, RPT* ( "0C" ,8) &"0
0000000FFFF" )
RESTORE 870 : : FOR 1=38 TO 47 j
: READ At :: CALL CHARCI,A*)::
NEXT I
CALL COLOR (5, 15, 2,6, 15, 2) : : CAL
L HCHAR (2, 7, 71 , 20) : : DISPLAY AT
(3,5) : "GJ"!<RPT* < " I " , 1 6 ) & " KG "
FOR 1=4 TO 16 STEP 4 :: DISPLAY
AT ( I , 1 ) : RPT* < "*««#GH"SjRPT* ( "G"
, 16) «c"NG###«" ,4) : : NEXT I
"GL"ScRPT« ( "0" ,
HCHAR (21,7,71,
DISPLAY AT (20, 5) :
16)&"MG" 5s CALL
20)
GOSUB 890 :: FOR 1=1 TO 15 :: T
ILE( I )=I : : NEXT I
FDR J = l TO 15 :: R= 1 + I NT ( RND » ( 1
6-J));: TEMP ( J) =TILE (R) : : TILE(
NEXT J
TO 14 : : FOR J=l
TEMP(I) >TEMP(I+J
R) =TILE ( 16-J) : :
N=0 ; : FOR 1=1
TO 15-1 :: IF
)THEN N=N+1
NEXT J :: NEXT I :: IF N/20INT
(N/2)THEN TEMP (16)=TEMP(15) : : T
EMP(15)=TEMP< 14) : : TEMP ( 1 4 ) =TEMP
( 16) : s TEMP ( 1 6 ) = 16
FOR 1=1 TO
) : : NEXT I
FOR 1=22 TD
J=62 TO 164
16
TILE (
: N=0 : : S
124 STEP 3
STEP 34 : :
CALL LOCATE (ttTILECN) ,
XT J : : NEXT I
MOVE*="" :: TOTAL=0 ::
AT (24, 1 ) : CHR* (32 + 6*DIR
)«+#,-(.+/: #0#»##«##"a<
»N0)5: CALL SOUND(1S0,
GOTO 430
CALL SOUND( 150, 1 10, 0)
WASTE=RND :: IF K=73 Q
K=10S OR K=110 THEN 4
CALL KEY ( 1 , KK, ST) : : IF
EN 670 ELSE CALL JOYST
IF ABS (X) +ABS (Y) =a OR
EN 450
IF X/4= (-1 ) - ( 1-DIR) THE
E IF X/4=(-l)''(2-DIR) T
LSE IF Y/4=(~l)-" (2-DIR
ELSE IF Y/4=(-l)^:i-D
90
CALL KEY (0, K, ST) : ; IF
430 ELSE IF K=45 THEN
IF K=a3-H0RZ OR K=115
N 510
IF K=68+H0RZ OR K=100+
550 ELSE IF K=88-VERT
I ) =TEMP ( I
P=16
4 : : FOR
N=N+1 : :
I ,- J ) : : NE
DISPLAY
) &"#«### (
CHR* (39-7
666, 0} : :
R K=78 OR
50
KK=18 TH
( 1 , X, Y) : :
X+Y=0 TH
N 510 ELS
HEN 550 E
)THEN 630
IR)THEN 5
ST=0 THEN
670 ELSE
-HORZ THE
HORZ THEN
OR K=120
100 COMPUn! October 1983
n
filKEIIIMXyH
m KEEP sEAKCHm m
BEnmKAsm
Kidnapped in revenge and locked in hatred some-
.where deep beneath your castle, is your princess.
Gwendolyn.
The prosperity of your kingdom, the end of a bitter
feud, your very future depend on finding her.
You swear that no obstacle can stop you. But the high-
resolution, 3-D graphics, animation and sound effects
make the obstacles that await you more formidable than
you can imagine.
And with over ninety different screens and two full
sides of play, those obstacles and the decisions you must
make can appear endless. In fact, you may have to endure
hours of searching to rescue Gwendolyn.
But for her, you would endure anything, wouldn't you?
Gwendofyn-a non-violent, intermediate graphic adventure game, written
by Marc Russell Benioff, Atari 40K Disk $27.95, Artworx Software Co., Inc.,
150 N. Main St., Fairport, N.Y. 14450. For a free catalog of Artworx
Software for the Atari, Apple, V!C-20 & Commodore &4 computers, write
or call 800-828-6573.
IB
These are just
ttiree of over
ninety exciting
screens.
Aiari.Apple,VIC-20& Cornmottoreft^
ate te^iileted Iradentafbs
So you can play.
TI-99/4A Notes
Rick Rothstein
The TI/99-4A version of "Mosaic Puzzle"
requires Extended BASIC. In this version,
you have the option of requesting either let-
ters (A-O) or numbers (1-15) within a 4-by-4
frame. When you have entered your choice,
the game board with its lettered or numbered
blocks appears in a scrambled order. The
object of the game is to slide the blocks about,
one at a hme, to bring them to one of several
preselected patterns. Some patterns that you
can try to duplicate are given in the table.
Move the lettered or numbered blocks
around the game board with a joystick or the
keyboard (E, S, D, and X keys). You actually
have a choice of moving either the free space
(hole) or the labeled blocks. The game is ini-
tially set to move the free space, but by
pressing I (note the appearance of the left-
right arrow symbol in the lower-left corner
of the screen), you can move the labeled
blocks.
Each move that you make is tallied, and
the total number of moves is given at the
bottom of the screen. Moves are normally
accompanied by a sliding noise (notice the
note symbol at the lower-right corner of the
screen). If this noise becomes annoying, press
N and the noise will cease (the note will also
disappear).
At certain times during the game, you
may wish to retrace your previous moves.
Press - (minus sign) or hit the fire button to
step back through each preceding move.
With this option, a maximum of 250 moves
can be recalled.
Once you've achieved the desired pre-
selected pattern from its scrambled be-
ginnings, you can restore the original game
board pattern by pressing FCTN (REDO)
and challenge yourself or others to beat your
tally.
Other options available to you during
the game are:
Keystroke
FCTN (BACK)
FCTN (BEGIN)
FCTN (ERASE)
Description
Returns to the letter or
number option menu
Starts a new game
Ends the program
Possible Patterns For Puzzle, Tl Version
12 3 4
1 5 9 13
7 8 9 10
5 6 7 8
2 6 10 14
6 1 2 11
9 10 11 12
3 7 11 15
5 4 3 12
13 14 15
4 8 12
15 14 13
Horizontal
Vertical
Spiral
12 3 4
12 2 1 15
A B C D
12 13 14 5
7 9 10 4
E F G H
11 15 6
11 5 6 8
I J K L
10 9 8 7
14 13 3
M N O
Peripheral
Adds To Thirty
Horizontal
A E I M
G H I J
A B C D
B F J N
F A B K
L M N E
C G K O
E D C L
K OF
DHL
O N M
J I H G
Vertical
Spiral
Peripheral
FOG
ELF
BIND
JAMB
HELM
DOCK
JACK
NIGH
Words(l)
Words(2)
-VERT THEN 59
T OR K=10H-VE
470 IF K=6 THEN C
26):; BOSUB 8
E IF K=7 THEN
480 IF K=15 THEN
) : : GOTO 200
CALL HCHARC24
0 ELSE IF ST=
490 IF K=78 OR K=
: FR=153+ND«3
<24, 30, 39-7«N
500 IF K=73 OR K=
DRZ : : VERT=1
R : : CALL HCH
: GOTO 420 EL
510 IF SP=i OR BP
3 THEN 410 EL
POSITrDN<»TI
CALL SOUND (40
520 IF MINUS=0 TH
ELSE MINUS=0
102 COMPUIE! October 1983
0 ELSE IF K=67+VER 530 FOR I=CaL TO COL+34 STEP 2 s: C
RT THEN 630 ALL LOCATE <#T 1 LE ( SP ), ROW , 1 ): ; N
ALL HCHAR (24, 4, 32, EXT I
90 :: GOTO 380 ELS 540 TI LE ( SP+1 ) =T ILE ( SP ) : : TILECSP)=
700 It, :: CALL SOUND (- 1 , FR , 30 ): : GO
CALL DELSPRITE(ALL TD 690
ELSE IF K=14 THEN 550 IF SP=4 OR SP=8 OR SP=12 OR SP=
,4,32,26):: GOTO 34 16 THEN 410 ELSE SP=SP+1 :: CAL
-i THEN 420 L POS I T I ON ( #T I LE ( SP ) , ROW , COL ) i ;
110 THEN NO=l-NO : CALL SOUND ( 4000 , FR, 1 4 JNO )
0000 j: call HCHAR 560 IF MINUS=0 THEN nOVE*= " R " &MOVE«
0):: GOTO 420 ELSE MINUS=0
105 THEN H0RZ=15-H 570 FOR I=COL TO COL-34 STEP -2 ::
9-VERT :: DIR=1-DI CALL LOCATE ( #T ILE ( SP) , ROW, I ): ;
AR (24, 3, 32+6»DIR) : NEXT I
SE 410 580 TILE (SP-1 )=TILE (SP) : : TILE(SP>=
=5 OR SP=9 DR SP=1 16 :; CALL SOUND (- 1 , FR , 30 ): : 60
SE SP=SP-1 :: CALL TD 690
LECSP) ,ROW,COL) : : 590 IF SP>12 THEN 410 ELSE SP=SP+4
00,FR,14«NO) :: CALL POS I T I ON ( #T I LE ( SP ) , ROW ,
EN MOVE«="L"&MGVEt COL):; CALL SOUND ( 4000 , FR, 1 4*NO
)
YOU'RE IN TROUBLE!
The word's out on Parallax. FAST. You better
be fast, really fast to beat those evil Silurians.
Watch out! Wave after screaming wave of
gravity force fields can tear you apart. Quick!
Aim your missiles. Fire! Fire again! You must
destroy those oscillating gravitonic genera-
tors or else! Oh no... the Silurian orbital
launchers are now slamming multiple war-
heads at you from all sides at once. Dont
panic! You're fast. . .you have to be... to meet
all the high-speed challenges of Parallax,
the most kinetic game going!
10 DIFFERENT FAST^ACTION
SCREENS + MULTI-BONUS SCREENS
2-PLAYER OPTION
lOOJo MACHINE LANGUAGE
16K PLUS*JOYSTICK
DISK OR CASSETTE
From the makers of Tiion (in 3-D} and Space
Ace, ffl-Rated Game of 1982^ S34.95. See your
dealer and play the game or order direct.
o L
374 WildimodAve.. Piedmonl. CA 946t1
PHONE OROBm:(4J5IB93-W90VISA/IVIC
Pieaseadd SI. 50 postage and handling.
Calif, residents add 6.5% sales tax.
•COMPUTER DEALER. Jan.. 1983
Atari is a registered Irademarlr ofAiari Inc.
Commodore 64 is a registered trademark ot
Commodore Business Machines. Inc.
c 1983 ijy London Software
DESIGNED BY GREG YOUNG. FOR ALL ATARI COMPUTERS AND THE COAAMODORE 64.
600
610
620
630
640
650
660
670
680
690
700
710
720
730
740
8FC,
750
760
770
780
790
800
810
'D"S<MOVE« 020
830
STEP 2
I , COL)
C
N
: TILE(SP>=
FR, 30) : : BO
IF MINUS=0 THEN MOVE*=
ELSE MINUS=0
FOR I=ROW TO ROW-34 STEP -2 ::
CftLL LOCATE<#TILE{SP) , I,COL) : :
NEXT I
TILE(SP-4)=TILE tSP) : ; TILE(SP)=
16 :: CALL SOUND <- 1 , FR , 30 ): : GO
TO 690
IF SP<5 THEN 410 ELSE SP=SP-4 :
: CALL POSITION(#TILE CSP) ,ROW, C
DL):: CALL SOUND £ 4000 , FR , 1 4 tNO )
IF MINUS = 0 THEN MDVE*= " U " SsMOVE*
ELSE MII\tUS = 0
FOR I=RQW TO ROW+34
ALL LOCATE C#TILE <SP)
EXT I
TILE{5P+4)=TILE(SP) :
16 s : CALL SOUND (-1
TO 690
IF MOVE«="" THEN 410 ELSE MINUS
=1 :: K=ASC (MOVE*) : : MOVE«=SEG*
(MOVE*, 2, 250) : : TOT AL=TOT AL-2
IF K=S2 THEN 510 ELSE IF K=76 T
HEN 550 ELSE IF K=S5 THEN 590 E
LSE IF K=6a THEN 630
TOTAL=TOTAL+l :: DISPLAY AT(24,
19) SIZE (4) BEEP: TOTAL :: MOVEt=S
E6* (MOVE*, 1 , 250) : : BOTO 420
CALL DELSPRITE (ALL) : : CALL CLEA
R : : END
DATA FEFEFEFEFEFEFEFEFEFEFEFE,7
F7F7F7F7F7F7F7F7F7F7F7F, FBF0F3F
FFFFFFEFCFaFlF0F0, 1 F0FCFCFBF 1 F3
F7FFFFF0F0F
DATA FaF0F3FFFFFEFEFFFFF3F0FB, 1
F0FCFCFBF1F1F8FCFCF0F1F, FFFFFEF
CF8FlF0F0FFFFFFFF,aF0F0F4FCFCF0
F0FCFCFCFCF
DATA F0F0F3F3F0F0FFFFFFF3F0Fa, 1
F1FFFFF3F1F8FCFCFBF1F3F, FCF8F1F
3F0F0F1F3F3F1FSFC, 1F1FFFFF3F1FSF
CFCF8F1F3F
DATA F0F0F3FFFFFFFFFEFEFEFEFE, 0
F0FCFaF9FlF3F3F7F7F7F7F,FCFBF9F
9FCF8F1F3F3F1F
, 3FlF9F9F3FlFaFCFCFaFlF3F
DATA FCF8F1F3F3F1F8FCFFFFF8F8. 3
F1F8FCFCF8F0F0FCF8F1F3F, CFCECCC
CCCCCCCCCCCCCCECF, 0F0763F3F3F3F
3F3F363070F
DATA F3F3F3F3F3F3F3F3F3F3F3F3, C
FCFCFCFCFCFCFCFCFCFCFCF, CECCCCC
FCFCFCFCFCECCCCCC,0703F3F3E3C78
F1F3F7F0303
DATA CECCCCCFCFCFCFCFCFCCCCCE, 0
703F3F3E3a7a7E3F3F30307,CFCFCFC
FCECCCCCCCFCFCFCF,E3C3a31333730
303F3F3F3F3
DATA CCCCCCCCCCCCCFCFCFCCCCCE,0
707FFFF0F07E3F3F3E3070F
DATA FEFCFaFlE3E7E0E0E7E7E7E7, 7
F3F1FBFC7E70707E7E7E7E7, E0E0E7E
7E7E0E0E7E7E7E0E0, 1F0FC7E7C70F0F
C7E7C70F1F
DATA FaF0E3E7E7E7E7E7E7E3F0F8,0
F07E7FFFFFFFFFFFFE7070F, E0E0E7E
7E7E7E7E7E7E7E0E0,3F1FBFC7E7E7E
7E7C7aFlF3F
DATA E0E0E7E7E7E0E0E7E7E7E0E0, 0
707FFFFFF1F1FFFFFFF0707, E0E0E7E
7E7E0E0E7E7E7E7E7,0707FFFFFF1F1
FFFFFFFFFFF
101 COMPUTCl October 1983
840
850
860
870
880
890
DATA
F07E
7E7E
E7E7
DATA
F1F7
FFFF
E7E7
DATA
78F1
7E7E
FFFF
DATA
7C78
0E4E
2707
DATA
F0FC
DATA
aF8F
4447
7C
DATA
438,
44
FOR
RITE
+ 4*1
RN
FaF0E
7FFFFF
0E0E7E
E7E7E7
F8F8F
F7F7F7
FFFFFE
C70F1F
E7E7E
F3F7FF
7E7E7E
FF0707
E7E3E
707276
6E6E7E
B7C7E7
FaF0E
7E7E7E
3060F
86, 004
C, 0044
3E7E7E7E7E7E7E3F0FB,0
Fe7a7E7E70707, E7E7E7E
7E7E7E7,E7E7E7E7E70707
EFEFEFEFEFEFEFEFBFS, 1
F7F7F7F7F1F1F,FFFFFFF
7E3F0F8,E7E7E7E7E7E7E7
7E6E4E0E0E0E6E7E7E7, C
FFF7F3FlFaFC7, E7E7E7E
7E7E0E0,FFFFFFFFFFFFFF
1E0E4E6E7E7E7E7E7E7, E
7E7E7E7E7E7E7,E7E3E1E
7E7E7E7, E7E7E7E7E7 6767
3E7E7E7E7E7E7E3F0F3, 1
7E7E7E7C70F1F
F0000FF060C, 0E090e086
46C54444444,007C44444
444444281 ,007040784040
00446454S44C44, 00444444444
007 8447 84 4447B, 00784444 7848
1=1 TO 16 STEP 2 :: CALL SP
(*I,76+4«I,16,193,l,#I+i.a0
,11,193,1):: NEXT I :; RETU
COMPUTE!
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Questions Beginners Asl(
Tom R. Halfhill, Features Editor
Are you thinking about buying a computer for the first
time, but don't know anything about computers? Or
maybe you just purchased a computer and are still a bit
baffled. Each month in this column, COMPUTE! zvill
answer some questions commonly asked by beginners.
Ql'm looking around for my first personal
computer, and am wondering if I should
get an 8-bit or 16-bit computer. I don't really un-
derstand the difference, except I was told by a
salesman that 16-bit computers are faster, have
more memory, and w^ill eventually replace 8-bit
computers. Is this true? Are 8-bit computers
becoming obsolete? Would I be better off with a
16-bit computer? What is the real difference,
anyway?
A These questions come up fairly often, so
let's deal with them in some detail.
First, it's not true that 8-bit computers are
becoming obsolete. Most of the computers being
sold today are 8-bit computers, especially the
under-$1000 home computers. Although it is true
that 16-bit computers will likely become in-
creasingly common, 8-bit machines (especially in
the low price range) will be around for a good
while.
Nor is it true that 16-bit computers are neces-
sarily faster or contain more memory.
The difference between 8- and 16-bit com-
puters lies in their Central Processing Units. The
CPU is the central "brain" of a computer. It fetches
instructions written by programmers, performs
arithmetic to execute the instructions, and stores
the results of its calculations in memory. The CPU
controls or oversees all the operations performed
by the computer. Without a CPU, a computer
would be a brainless collection of memory chips,
support chips, and wires.
In very large mainframe com-puicxs, the CPU
might be a unit the size of a refrigerator, made up
of dozens of circuit boards. Microcomputers (in-
cluding personal computers) have a microprocessor
CPU - a CPU that fits on a single silicon chip smaller
than apenny. Microprocessors work strictly with
binary numbers (I's and O's). All instructions
and numbers required for calculations must first
106 COMPUTE! October 1983
be converted to groups of binary numbers before
the microprocessor CPU can handle them.
Some microprocessors are designed to handle
groups of binary numbers only four digits long.
That is, all numbers and instructions must be
broken up into groups of four I's and O's, such as
1101 or 1011. This would be called a 4-bit micro-
processor (a bit is a binary digit - a 1 or a 0). Port-
able calculators use these 4-bit chips.
Other microprocessors are more powerful
and can handle numbers and instructions in
groups of eight I's and O's. These are 8-bit micro-
processors. A 16-bit microprocessor handles 16
bits at a time, a 32-bit microprocessor handles 32
bits, and so on.
Generally speaking, the larger these groupings
(called word size), the more powerful the computer.
Computers which handle numbers internally in
larger chunks of bits can work faster and more
efficiently. Also, they generally have more mem-
ory because they are designed to run larger pro-
grams and therefore need more memory.
But keep in mind that these are general rules,
and, as always, there are exceptions. Several other
factors also determine the speed of a computer
and the amount of memory it contains.
For instance, the only 16-bit home computer
now on the market is the Texas Instruments TI-99/
4A. Its maximum memory expansion is 48K, which
is no more (and in some cases less) than the
maximum memory available in such 8-bit com-
puters as the Commodore 64, Apple Il/IIe, Atari,
Radio Shack TRS-80, Timex/Sinclair, etc. Also,
most of these 8-bit computers can run BASIC pro-
grams somewhat faster than the TI-99/4A.
In one benchmark test we heard about, a
small 8-bit Timex/Sinclair 1000 actually outran a
larger and much more expensive 16-bit IBM Per-
sonal Computer. Yet, a business person who
needs the powerful features of an IBM PC would
not want to choose the T/S 1000 on the basis of
speed alone.
That's why you shouldn't base a buying deci-
sion solely on the question of 8-bit versus 16-bit.
Too many other factors are important. Instead,
carefully evaluate your own needs, and then shop
for a computer and software combination that
serves them well. ©
"Popular Computing says
The Home Accouniani
docs just aboul everything
you'd ask of a personal
flnance package."*
"Yon mean you can use
The Home Accountanl
for business,
tooH"
"The Home Accountant
evea fla^ transactions for tax time.
And that's a big time-saver
because 1 can transfer information
■0 The Tax Advantage'" program
and easily figure out what I owe."
"My company has
5 checking accounts.
6 business credit cards
and 3 money market
funds to keep track of.
The Home Accountant
makes it easy."
"Absolutely.
Vouldn't want to run
my consulting firm
without it."
"The Home Accountant
Is great for
realistic budgeting."
"I'm so glad you brought
It home. 1 never thought
that creating a budget
and managing money
could be so easy.
wAmi
f
You can create trend analysis
graphs for each budget
category, so you can make
ual comparisons of where
you stand financially."
"And yoti can do It In
foil-scale color graphics."
"Sofialk Magazine
says It's the most
thorough and
powerful program
of its kind."?
*PcipularCampu[ing. Nuvt?mbt:r. 19H2
1 Apple Sirflalk. April. 1982
Everyone's talking about The Home Accountant.
Ls it because it's the #1 bestselling
home finance package in the world? Or
because it's extremely thorough and
powerful and easy to use? Or (because
it's great for home and business use?
Or because it ha.s up to 200 budget
categories and handles up to 5
checking accounts?
Yes. [Jut there are a lot more reasons
why people buy The Home Accountant.
And why you will, too.
Because The Home Accountant can
literally .save you hours of time. And
take the headache out of handling your
finances. Wliether it's setting up a budget,
cataloging your expenses, balancing
your checkbooks or handling your
credit cards and money market funds.
For personal or business use.
The Home Accountant will even
print net worth and financial state-
ments. Not to mention being a lifesaver
at tax time. Especially when you're able
to transfer information onto Continen-
tal's The Tax Advantage™ program and
figure out what you owe. Quickly.
In short, The Home Accountant is the
mo.st effective software program there
is for managing your money. And man-
aging it easily.
.Stop by your Continental Software
dealer today and pick up The Home
Accountant. You'll see what everyone's
talking about.
The Home Accountanl is available
for Apple 11/Ile, IBM PC/XT, Atari
400/800/1200X1., Osborne? TRS-80
Models 1II/4, Commodore 64, Texas
Instruments Professional, Zenith
2-100/110, Compaq and KayPro compu-
ters. Actual budget capacities will vary
with each computer.
For your free 48 page booklet,
"Tips For Buying Software," please
write Continental Software, 11223
South Hindry Avenue, Los Angeles,
CA 90045, 213/417-8031,
213/417-3003.
Continental
Software
A Di\'i.'iion of Arrays, Inc.
1I»H«P*
UUlTTveTHftdVaAIl|C<*''^'''eitl^e*nlll''ilr^luttui>rC[inlliKnill^uriwiJ7 ^lifUW
On The^ad With Fred D'Ignazio
There's A Robot
In My Room
If \Vs Tuesday, I Must Be In
Benton Harbor
Last mtinth 1 asked you to lace up your racing
shoes and sprint with me on my whirlwind tour
of computer and robot centers around the United
States. I visited the West Coast Computer Faire in
San Francisco, then the Florida Instructional
Computing Conference in Tampa. After that I
flew up to New York to see a preview of the new
educational software being created at the Chil-
dren's Computer Workshop (CCW). I spent a day
in Benton Harbor, Michigan, teaching the HERO
1 robot, and another day in Chicago at ROBOTS
VII, the world's largest robotics conference.
This month I'd like you to come with me to
England. The trip to England will be hke a visit
into the future when we will be surrounded by
intelligent, friendly machines. We'll see the kind
of effect it has on an average person of the present
who is still used to dealing
with people.
A Scene Out Of Dr. Who
After returning from Chicago, I spent a couple of
days at home in Roanoke, Virginia. Then I climbed
aboard a TWA jet and flew across the Atlantic to
London, England. I went to London to teach a
three-week course on "Robotics Literacy" at the
Organization Reconstruction Travail (ORT), an
international technical-
training institute whose
■■^^CA'^'^
world headquarters is in London. I also helped
with the course materials by arranging to have a
HERO robot flown over from the United States
and I carried a Tasman Turtle robot with me on
the airplane.
There were 15 students in the Robotics Liter-
acy course. The students came from countries all
over the world, including India, France, Israel,
the United States, Italy, and the United Kingdom.
The students were all adults. They were directors
of university engineering schools, vocational
schools, and teacher training schools. They had
come to London to learn how to set up a robotics
course in their own countries. They returned to
their countries with a ten-pound notebook full of
course materials, another 50 pounds of books,
brochures, and manuals, a computer, a robot
arm, and lots of "hands-on" experience.
How High The Tech
I anticipated that a course on robotics would be
"high tech," but I did not dream how high the
tech would be. The classroom was like a scene
out of science fiction's Dr. Who program. We had
twenty BBC (Model B) computers networked to-
gether on the Econet Network. The computers sat
on polished mahogany tables lining the walls of
the classroom. Next to each computer was a Smart
Arm robot. The robots were plugged into the com-
puters and could be programmed using the Arm
Controller keypads.
At one point the course manager had all the
arms going at the same time. The arms waved,
swooped, picked up pencils and half-empty coffee
cups.
Also next to the tables was a robotics interface
kit. The kit came in a box that looked like a steel
briefcase. When you opened the box, you saw an
array of wires and metal parts. The kit was de-
veloped by the Moshinsky Institute in Israel. It
contained sensors and motors that could be con-
nected to the computers and to the Smart Arm
robots. It was like a robotic Erector set. With the
kit, you could take the Smart Arm, give it eyes
and ears, and incorporate it into a miniature fac-
tory workstation. Two Smart Arms could work
together, sensing each other's movements via
infrared, electrical, and optical sensors.
The kit sounds sophisticated, but it was as-
sembled by students at the institute out of spare
parts scavenged from the institute's supply room.
At the front of the room was an enormous
television set and a BBC computer as the network
controller. The teacher could conduct an experi-
ment or give a demonstration simultaneously on
the master computer and on the 20 student com-
puters and robots.
Also, whenever a student wanted to ask a
question or show off something he was proud of,
the instructor could copy the student's computer
screen onto any other student's screen or onto
the big TV screen at the front of the class.
At the back of the room was a huge multi-
projector slide system mounted on a six-foot plat-
form. During the course, we got to see several
videotapes and slide shows on different robot
applications.
Also at the back was a hulking, hydraulically
powered robot arm. The robot was used in major
demonstrations and became a star when TV and
newspaper reporters arrived.
Running around the floor were lots of litfle
robots, like robot gremlins. A robot "buggv"
zipped across the floor, following a twisting,
turning piece of white tape with its photoelectric
sensor.
The robot turtle was on the floor, talking,
beeping, blinking its little LED "eyes," and trying
to find its way out of a maze made of cardboard
walls.
And HERO was there too, waving his arm,
and rolling over the cables and wires that criss-
crossed the floor.
An English HERO
When 1 first arrived in England, I hoped to receive
a HERO robot shipped direcfly from Benton Har-
bor, the world headquarters of Heath Company,
the robot's manufacturer. Unfortunately, Heath
was swamped by orders for the HERO and was
way behind meeting shipments. A spare robot
couldn't be found.
Luckily for me and my students, we found
a HERO robot in England. Zenith Data
Systems, a Heath-affiliated company
located in Gloucester, England, near
the west coast, offered to loan us their
machine in return for some training on
the HERO.
1 journeyed to Gloucester by train on
my second day in England. 1 met the
English HERO and found that he had been
October 1983 COMPUTE! 109
mJA
Tji
Si
^m
7^
53
^tm
*s
F/r
[§jk
jji
2S
1 §] 1
^?j
mi
77^
11
"^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^1
-^^^^^^^^^^^^^^^H
Ih
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fitted with an English power supply and a deeper
voice than the HERO I'd met in Benton Harbor.
I returned to London. Two days later HERO
arrived in a box big enough to encase a circus
gorilla. His wrist was bent, his head was on
crooked, and his photoelectric sensor that moni-
tored the number of times his wheel turned
around was disconnected. But these were minor
problems. After a little sprudng up, he worked
perfectly.
The Master Of Ceremonies
HERO got to be our course's Master of Cere-
monies. It was his job to say a few words to inspire
the students and get the course started.
The only hitch was that to turn HERO into a
congenial Master of Ceremonies, I had to program
him. And I had never programmed a HERO be-
fore. (The mucking around 1 did in Benton Harbor
was definitely not programming. Take a look at
last month's "On the Road" column to see what
happened the first time HERO and 1 were alone
together.)
Without proper programming, all HERO was
capable of was a few robot calisthenics. Of course,
HERO could also say "Ready" (it sounded more
like "RED-DY!"). But that meant HERO was ready
to be programmed, not ready to do tricks.
I spent the entire weekend before the opening
ceremonies programming HERO. I had to enter
my entire program as two-digit hexadecimal com-
mands typed into the keyboard on HERO's head.
To make HERO's motors move, I had to tell
HERO'S computer which of six motors to turn on,
what motor position to start from, and how far
the motor should turn.
In order to get HERO to talk, 1 had to think
up HERO's speech then break it into hundreds of
^>s phonemes - the sounds that are the
^„5^N -— building blocks of spoken words.
^^3bT-^\ Then I had to code the phonemes
/W.*^ into HERO'S "Robot Language"
and enter more two-digit codes
into HERO's onboard memory.
After all the hours of work,
I didn't want to lose anything,
so 1 hitched HERO to a tape re-
corder, and 1 saved this pro-
gram on eight tape cassettes.
Then, late Sunday night, I
turned HERO's power off. As
a result, he forgot eveiy thing 1 had taught him.
This was okay, 1 thought, since I had copies of
the program on the eight tapes.
HERO Sat There
On Monday morning, right before HERO made
his grand entrance into the classroom, I popped a
cassette into the recorder and tried to load the
speech program back into his onboard memory.
HERO said "RED-DY!" to signal me that the
program was finished loading. I tried to run the
program, but HERO just sat there. I looked at the
locations in HERO's memory to make sure the
program was there.
They weren't there! I was horrified to learn
that the front-end of the program had, overnight,
turned into computer mush.
I tried a new tape. More mush.
Another tape. And another. And another.
All eight tapes had incomplete copies of my
program. I consulted the time on HERO's clock.
HERO was to make his grand entrance in just
fifteen minutes.
Luckily I had copied down all my commands
on a scrap of paper. I found the paper and retyped
the missing commands into HERO's head.
"RED-DY!" HERO said. I grinned. This time
he was really ready.
I picked HERO up and carried him to the
classroom door. I peeked into the room. Everyone
was assembled. The director of the course was on
the speaker's platform at the front of the room.
The director nodded his head. It was time. I
pressed HERO's A button, his DO button, and
keyed in the four-digit starting address of the
program.
HERO took off. He marched into the class-
room, spun around three times, and waved the
WELCOME!! sign he held in his gripper "hand."
HERO stopped spinning. "Attention," he
said. ("Attention, please" in French.) "Shekket."
("Be quiet" in Hebrew.)
Everyone was amazed that an American robot
could talk in Frencli and Hebrew. There were
gasps of surprise. Y^L The room quickly grew
silent.
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"Welcome to the ORT Robotics Literacy
Course/' HERO said. "I am HERO, the robot
from America. I hope you have fun. Ha! Ha! Ha!
Bye, bye."
HERO spun around once more, waved his
sign, then marched toward the door. The audience
began clapping.
But HERO was not destined to make a trium-
phant exit from the classroom. In fact, he never
even made it to the door. On his way, he crashed
headfirst into a chair.
Poor HERO didn't know he hadn't made it
through the door. He thought he was out in the
hallway. His "Master of Ceremonies" program
finished executing. "RED-DY!" he said.
"Listen," said one of the instructors. "The
robot knows its master's name. It's saying
'Freddie.' "
Everyone began laughing.
I picked HERO up. 1 felt like an embarrassed
parent. "It wasn't his fault," I stammered. "It
was my programming...."
I lurched out of the room with HERO in my
arms.
"RED-DY!" said HERO.
A Briefcase And
A Sewing Machine
I brought two computers from the United States
to help me teach the Robotics Literacy course. I
had a briefcase-sized Epson HX-20 computer with
me to record business expenses and to do course
and calendar planning and memos. I brought
along a sewing machine-sized Compaq computer
to write up my course lectures and to create several
graphs, figures, tables, and small data bases from
the research material I had gathered for the
course.
I used the computers to create lectures on the
history of robots, the future of robots, the auto-
mated factory, artificial intelligence, the Tasman
Turtle, the HERO robot, robots in the home, exotic
(outer space, undersea, and legged) robots, CAD/
CAM (Computer-Aided Design/Computer-Aided
Manufacturing), industrial robots, robot anatomy,
and the impact of robots on jobs, work, and
people.
I also brought two robots, as I mentioned -
HERO the robot and the Tasman Turtle. The turtle
ran on an Apple computer loaned to me by Apple
Computer/U.K.
The turtle, HERO, and the Compaq computer
had to be converted to British current and voltage
(a stepdown from 220 volts to HO, and a change
in the current from 60 to 50 Hz). The little Epson
computer was okay since it ran on rechargeable
batteries. If I'd had to recharge it, I would have
had a problem, but during my entire three-week
course, the batteries never ran down.
114 COMPUn! October 1963
There's A Robot In My Bedroom
I was the only full-time guest instructor for the
course so I was always extremely busy. Often I
would teach and work 12 hours a day.
I had to work constantly, and I needed my
computers and robots near me to do my work. It
would have been a great inconvenience to lug
them back and forth from ORT to a hotel room
every day. But I would need them during the day
at ORT and in the evening back at the hotel. I felt
almost like a bionic man. I had to have my com-
puters and robots around me, or I couldn't func-
tion.
The director of the Robotics Literacy course
came up with a solution: I could live and work at
ORT in one of the two upstairs suites, down the
hall from the course classroom. My office would
be my bedroom, and vice versa.
Hey! That's great! I thought. I'm always
talking about how people should get intimate
with their computers and robots. Now here was
the chance for me to see how intimate my
machines and I could get.
I was looking forward to this arrangement. I
would be all alone at night in the ORT building,
but my robots and computers would keep me
company. When I went to bed at night, my com-
puters and robots would surround me like tiny
sentinels. In the morning I could leap out of bed,
turn on the computers and robots, and get to work
immediately. I wouldn't have to waste time on
nonessentials like getting dressed, brushing my
teeth, or taking a shower. (I couldn't take a shower
anyway since the ORT shower was broken.)
But I still had one problem: who would wake
me up each morning at dawn so I could get right
to work? I didn't have a travel clock with me, and
I couldn't get a wake-up call from the hotel desk.
In fact, I had no phone at all. I was isolated from
the world. To make outgoing calls I had to throw
on some clothes and run across the street to the
Finchley Road tube (subway) station. I made all
my business and personal calls at the station in a
doorless booth, with dozens of people streaming
by and trains rumbling by underneath sounding
like earthquakes.
The Robot Alarm Clock
How was I to wake up each morning on time?
Then I remembered that HERO had a built-in
realtime clock. I wrote a program using this clock
and HERO'S light sensor. The light sensor, a
photoelectrical cell, can sense up to 256 levels of
luminance, or brightness. I made a stab at how
bright it would be at 5:30 in the morning, and I
created a little wake-up speech for HERO to launch
into.
That night I turned HERO on, plugged him
into the wall current so his battery would not run
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down during the night, and started his "wake-up"
program running.
I tiptoed toward my bed.
Behind me, HERO came immediately to life
and startled the heck out of me.
"Good morning, Fred!" he said cheerfully.
"Time to wake up! Get out of bed, you sleepyhead .
It's 11 p.m."
I spun around angrily. What was HERO doing
delivering his wake-up message at eleven o'clock
at night? Was he crazy? Was my program full of
bugs?
Then I realized that HERO hadn't mal-
functioned and that my program was working
correctly. I had erred by starting the program
running while the room was still lit. HERO had
mistaken my bedside reading light for the early
morning sun.
I turned out the bedside lamp. Phooey! I
thought. If I want to read in bed, I'll have to do it
under the covers with a flashlight.
When the lamp went out, the room became
as black as the bottom of a well at midnight. I
stumbled my way past two computers and a turtle
robot to get to HERO on the far side of the room.
I felt the keyboard carefully and pressed the keys
to restart HERO's wake-up program. Then I made
my way back to bed, trying carefully not to step
on any of my mechanical friends in my bare feet.
(Both computers were on the floor, along with
the turtle. I like programming on the floor where
I can spread out my work.)
I hopped into bed and fell immediately to
sleep.
"Good morning, Fred!" HERO called. I sat
up, shocked. It wasn't morning. The room was
still pitch black.
"Time to wake up! Get out of bed, you
sleepyhead," HERO continued. 'It's 11:45 p.m."
What set him off this time? 1 wondered. Just
then a car went by on the street beneath my win-
dow. The car headlights shone into my room.
Then 1 reaUzed what had happened. Headlights
from a passing car had triggered HERO's wake-up
message. I had to decrease his sensitivity to light.
I was beginning to get slightly paranoid (from
lack of sleep). I was worried that HERO would
wake me up if a tiny firefly flew into my bedroom.
This kind of alarm clock I could do without.
I finished retuning HERO's program, turned
out the lights, started the program running, and
climbed back into bed. For a while 1 lay in bed
gritting my teeth, just waiting for the starlight or
some distant neon sign to set HERO off and give
me that infernal, cheerful "Good Morning, Fred."
But nothing happened, and I finally fell asleep.
Only A Supernova
The next morning I was awakened by someone
116 COMPUTEf October 1983
hammering on my door. "Fred, are you in there?
It's Steve, Are we going to breakfast, or not?"
It was my friend Steve Lubin.
"What time is it?" I asked.
"Eight thirty," Steve replied. "You ought to
be up now."
Eight thirty! 1 had overslept!
I looked over at HERO. He hadn't been stolen.
He was still there, looking peaceful, contented,
and robotic. His red "power" light was on. I
checked his display. The program was still
working.
Then why hadn't he awakened me?
As 1 pulled on my pants, slipped into a shirt,
and tied my shoes, it came to me. This time
HERO'S light sensor was set too low. The morning
sun was not enough. HERO probably wouldn't
wake me until the sun went supernova.
1 finished getting dressed and went out to
breakfast with Steve. As 1 ate a mushy egg on a
bagel, I thought about my experiment to turn a
robot into an alarm clock.
My experiment hadn't been too successful,
but I resolved to keep trving.
The next night, HERO woke me up at 1 a.m.
(a truck headlight) and at 4:30 a.m. (dawn came
sooner than I realized).
But the next night after that, I finally got all
the bugs out. HERO woke me up at 5:19. That
was close enough to 5:30. 1 was satisfied. My robot
alarm clock was working.
You Can't Tickle A Robot's Back
My experiment in turning a robot into an alarm
clock was ultimately a success. But my experiment
in robot and computer intimacy was a dismal
failure.
Each night after my human colleagues at
ORT abandoned me to return to their homes, I
became desperately lonely. I was surrounded by
friendly computers and robots, but I was still
There is a road.
Man) caiictT patit'iits lu-ud
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lonely. I missed my wife and family, and I craved
human companionship.
At first I tried to get the robots to simulate
human companionship. I programmed the turtle
to count to ten and say things like "Stop ...Go ...
Left ... Right." And I taught HERO to say things
like "That's a cute pair of pajamas you have on,
Fred." But this wasn't the same as giving my son
a piggyback ride to bed, or tickling my daughter's
back, or reading the Sunday comics with my wife.
Machines, even intelligent, friendly machines,
could supplement human companionship, but
they couldn't replace it. At least not in my life.
Pub Crawling, Crystal Balis, And
Croissants
The Robotics Literacy course was a wild success. I
learned more about robots than 1 had ever cared
to learn. I learned about pneumatics, hydraulics,
infrared sensors, flexible manufacturing systems,
robot vision systems, stepper motors, servo
motors, the whole bit.
And 1 taught my students aU the things I
knew. I told them about the giant industrial robots
I had seen in Chicago, and the advanced thinking,
feeling, sensing robots I had met at the Robotics
Institute at Carnegie-Mellon University, in
Pittsburgh. On the last day of the course, I gave
my final lecture. I gazed into the crystal ball and
talked about the future of robot-human relations.
I talked about what sort of shape robots might
take in the future, and the kind of impact they
might have on our lives.
Then my wife came over to England, and I
bailed out of the course. I had spent three weeks
of almost nonstop work, surrounded by machines,
and I'd had enough.
Before my wife arrived, in the evenings as a
substitute for human companionship, 1 used to
feast on chocolate eclairs and croissants at local
partsseries (bakeries), then do a tour of the London
bars and wash away my sorrows with warm, dark
English beer. They call this sort of behavior "pub
crawling," and it's a very apt phrase. By the end
of an evening of videogames, whipped cream,
and beer, I would totter back to my bedroom office,
crawl into my bed, and dream strange dreams. In
one dream, for example, 1 was pursued by my
robots. HERO was chasing me, holding a buttery
croissant in his gripper, and the turtle raced after
me with a mug of beer sloshing around on his
dome.
By the time Janet arrived in London, I'd had
enough beer, enough sweets, and enough robots.
Robot In A Garbage Bag
But there was still one remaining chore. I had to
return HERO to his home in Gloucester and teach
the Zenith people in Gloucester some of the robot's
11S COMPUTE! October1983
finer points.
To get HERO back to Gloucester, Janet and I
rented a little Ford Escort. We slipped a green
garbage bag over HERO's head (so nobody would
recognize him) and let him ride in the back seat
with a seatbelt around his waist.
After only five minutes of practice to get used
to driving on the right side of the car and on the
left side of the road, we merged into mad, con-
gested London traffic, and we were off.
Driving 60 miles an hour on the left-hand
side of the road was scary. The trip to Gloucester
left Janet and me shaken. But I didn't get a single
complaint from HERO. In fact, he tolerated my
driving beautifully. 1 banged his head against the
car roof several times. And I jostled him against
the front seat and bounced him off the back seat.
He never complained. Instead, all I ever heard
(from underneath the garbage bag) was an occa-
sional, muffled "RED-DY."
You can find out more about HERO by writing:
Douglas Bonham
Heath Company
Benton Harbor, Michigan 49022
(Or call: 616/982-3200)
On the road with Fred D'lgnazio and his friends at the ORT
Robotics Literacy Course in London, England.
HERO the' robot came from America. The Tasman Turtle
came from Australia.
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You can find out more about the Tasman
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Bill Glass
Tasman Turtle
260 Beacon Street
Somcn'ille, MA 02143
(Or call: 617/492-0660)
You can find out more about the Robotics
Literacy Course by writing me:
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2117 Carter Road, SW
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In coming months "on the road," Fred will
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• A London company that makes innovative edu-
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• The British government's effort to put computers
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• The new British educational robots that will soon
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•A look at the w^ay computers, robots, and other
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Creating Word Lists
To create a list, simply type in up to 20 words, no
more than 20 letters each and with no leading or
trailing spaces, one at a time, and hit the RETURN
key. Be sure each word is spelled correctly before
hitting RETURN. If you enter fewer than 20 words,
type in an * following the last input. After the last
word or * you will be asked to type in some sort
of identifier for that particular Hst. Use "Chapter
4" or "List 189," for example. You must use some
type of identifier that your child will understand.
The identifier is used to make sure your child has
retrieved the correct list.
Disk users will be asked to enter a filename.
Only the filename is necessary; the program will
supply the "Dl:". Be sure to make the name
unique and meaningful.
Tape users will need a blank tape or a tape
which has been used to save other word lists. Be
sure to note the tape counter number on a sheet
of paper and store the paper with the word tape.
If you already have words stored, just follow
the prompts to LOAD the words.
Check the list and the identifier to be sure
that this is the list you wanted to use. If not, you
have the option to LOAD a new list or create a
new one as needed.
Once the words are LOADed in with the
create or retrieve option, your child is ready to
use the program. You now have the option to
either spell a Certain number of words correctly,
spell an unlimited number of words correcdy, or
End.
If you choose the C option, you will be graded,
and the program will terminate when the number
of words spelled correctly equals the number you
entered at the prompt. If you choose the unlimited
option (by pressing RETURN), you can spell only
10,000 words before the program terminates. It is
easy to change the 10,000 to another upper limit.
Change the number in the last line of the program
to stop the program automatically at a preset
number.
The Quiz Begins
When you have made all of the choices, the game
is ready to play. The screen will show the number
of the word being scrambled, the score (how many
words you have spelled correctly), a scrambled
word, and the attempt number. At the bottom of
the screen is a GRAPHICS 0 window where you
will type your answers. The word number on top
will help if you cannot figure out the word. The
program is supposed to check spelling competence
rather than ability to unscramble words, so there
October 1983 COMPUTE! 121
is no penalty for not unscrambling correctly. Use
this option as you wish.
Your child will then have three tries to spell
the word correctly. If correct, the screen will re-
spond with an encouraging CORRECT and a
happy sound. After three tries, the program will
give the correct spelling and set up a different
screen to allow the child to practice the misspelled
word.
Practice Screen
The practice screen will not allow misspellings. It
does allow the child to exit when he or she wants
to by pressing the *. In this mode, be sure to press
the space bar after each word and not the RE-
TURN. Pressing RETURN would cause the com-
puter to register an error in the spelling.
After the number of correct spellings equals
the number put in at the beginning, or if your
child enters * instead of spelling a word during
the main run, the quiz will end and the child will
be graded on his or her performance. If you think
the grading is too strict, change the limits in the
grading subroutine in lines 9000-9400.
After the grading, the player can go back and
retrieve or create and save a new file or use the
same words that are already in the computer's
memory. He or she also has the option to end at
this time. If the player continues, the whole cycle
repeats.
Program 1: spelling Quiz For Atari
Spelling Quiz For The VIC
More Sugiyomo, Programming Assistant
In Spelling Quiz for the VIC (Program 2), the
words can be only 14 letters long; however,
you are still allowed a maximum of 20 words.
Remember, though, that memory is tight in
an unexpanded VIC, so too many long words
may cause an out-of-memory error. The per-
centage calculated at the end of the quiz re-
flects only the last 20 questions, not all of the
questions asked during the session.
The VIC version of Spelling Quiz is easily
converted to other computers; however,
certain changes must be made. The cursor
control characters (that is, those to clear the
screen or to change the cursor's color) must
be adapted to your computer. Three different
POKE commands are used in this program.
The first, to location 36879, controls the
screen and border colors. The second POKE
command, using location 214, changes the
vertical position of the cursor. The last, in-
volving location 204, turns the cursor on and
off. When 204 contains a zero, the cursor is
on; otherwise, the cursor is off.
2 REM
10 DIM
* (2
, J*
0) ,
DIM
* <2
NDI
ORD
DIM
0
BOS
GOS
PRl
TO
RE
■5PELl_IMG OUXZ
20
30
40
54
55
A* (20) , B* <20) , C* (20) , DS (20) , E
0) ,F*(20) ,E*<20) , H*<20) , I*(20)
(20) , K* (20) ,L$ (20) , M* (20) , N* (2
0* (20)
P* (20) , I3« (20) , R* (20) , S« C20) , T
0) , Ut (20) , ARRAY ( 20 ) , Z « ( 20 ) , STA
NBS (20) . ANS* ( 1 ) , WORD* (520) , INW
$ ( 128)
WEL*(3B) ,DK*(15),ZZ*{1):TIME=
UB 3000
UB 13000
NT "HOW MANY WORDS DO YOU WISH
SPELL-C3 SPACESJCDRRECTLY BEFO
ENDING THIS DRILL?{3 SPACES:>Ba
NTER e TO ENf> PROGRAM
56 TRAP 56: INPUT RIGHT: IF RI6HT=0 TH
EN 4000
57 TRAP OFF: SCDRE=0: fiTT=0
5B GOSUB 5200:TRAP OFF
59 W1=0: W2 = 0: W3 = 0: W4 = 0: W5 = 0: W6 = 0: W7 =
0:W8=0:W9=0;W10=0:W11=0:W12=0:W13
=0:W14=0:W15=0:W16=0:W17=0:W18=0:
W19=0: W20=0
60 IF SCORE=RIBHT THEN 1000
65 NUM=1 : W=INT (20*RND ( 1 ) +1 )
70 GOSUB 7000: IF A$="-!:20 SPACES>" THE
N NUM=-1:GDSUB 7000:GOTO 65
80 GRAPHICS 2:P0!<;e 70B,0:FOR AR=i TO
20; ARRAY (AR) =-1 :NEXT AR:PRINT "
<:bELL> ";■' INPUT 't' TO END QUIZ"
90
? #6; "SCORE" ; "
, 0: 7 #6; " tt " ; W ;
1 10
112
1 15
120
125
130
135
137
140
141
142
143
144
145
147
150
1000
1010
1020
• ; SC
ON
THE
POSITION 11,
ORE: POSITION
YOUR LIST"
FOR L=l TO 20:IF A*tL,L)="
N L = L-1 : A* = A* ( 1 . L) : GOTO 115
NEXT L:IF L=21 THEN L=20
FDR LTR=1 TO L
ARR=INT (L*RND (0) +1 > : IF ARRAY(ARR
)=1 THEN 120
P=ARR-1
POSITION P,7:? #6 ; A* ( LTR , LTR ) : AR
RAY (ARR) =1 : NEXT LTR:POKE 708,200
TRY = 0
TRY = TRY+1 : ATT = ATT-f-l : POSITION 0,9
:7 #6; "ATTEMPT # " ; ATT
INPUT Z*:IF Z*="*" THEN ATT=ATT-
1 s NUM=-1 : GOSUB 7000:6OTO 1000
IF Z«=A* THEN SCaRE=SCORE+l : FOR
N=100 TO 10 STEP ~1:S0UND 0,N,10
,10:NEXT N:S0UND 0,0,0,0
IF Z«=A* THEN POSITION 12,6:? #6
; " iiiUjiiigtB" : FDR N=l TO 300; NEXT
N: GOTO 60
IF TRY=3 THEN FOR N=l TO 100:SOU
ND 0,20,4, 10:NEXT N:SOUND 0,0,0,
0: GOTO 2000
POSITION 0,2:7 #6; " JgEirm— " ; P 0 S
FDR N=l TO 100:SOUND 0,11,4,10:N
EXT NiSOUND 0,0,0,0
POSITION 0,2:? «6;"<:a SPACESJ":P
OSITIDN 0,3:? #6;"C11 SPACES> "
GOTO 137
GRAPHICS 18:PRINT #6;" your sc
ore i E^ " ; SCORE
PRINT *6:PRINT #6; "time to quit
■f or now "
? #6:? #6:7 #h;"iZ SPACESDCONGR
122 COMPUTEi October 1983
SOFTWARE MOVIES
-7- »-i^4 ,>-,y*.'-u.'ji
riEUJ!
««••••••••••••• « • • •
MAXIMUS, Inc. is excited to present two new educa-
tional software movies for kids of all ages . . . and
more are on the way!
STORYLINE™ makes bedtime, or anytime, a warpi
and friendly funtime. Clover the Clown is your
tourguide for two fairytales: The Ugly Duckling and
Rumpelstiltskin. Through computer magic you
become a part of each story!
SAFETYLINE^" combines fun with important lessons
about safety. Max the Cat shows you how to cross the
street safely going to school and what to do when lost
at the zoo.
Both software movies have interactive games that
reinforce the fun and learning. Both have real human
voices; you don't need a voice synthesizer!
Features of the software include:
• Sophisticated Face Animation
• Lip-Synchronized Voices
• Original Musical Scores
• Superior Full-Color Graphics
• Optional Joystick Control
• Machine Language Programs
Relax and enjoy yourself. Let Max, Clover, and their
colorful friends guide you through a new world of fun
and learning. You'll be amazed at how real they are!
STORYLINE™ and SAFETYLINE are currently available for any Atari computer
with 48K. Each software movie comes in either CASSETTE ONLY ($29.95) or
CASSETTE/DISK (S34.95) versions. Order by mail or phone. Visa and Mastercard
"^ welcome. Include S2.50 postage and handling; Virginia residents add 4% sales tax.
Dealer inquiries invited. Write for our free catalog. MAXIMUS, Inc., 6723 Whittier
Avenue, McLean, Virginia 22101.
ORDER TOLL-FREE 1-800-368-2152
MAXIMUS ...Where Excellence is the Standard
© MAXIMUS. Inc. 1983. Atari is a registered trademark ot Atari, Inc. Commodore 64 is a registered tfademerk ot Commodore Business Machines, lt>e.
>^v'^;»3::^S^^SS;?:^;«Sgl
I c rli;ajff>^>*,ii sv «iSt:'»**'f,'i*<'i. .■.->i«i«*j,i*i«» *!«:_ A~^a:j
ATULATIDNS
1.030 ? #6; "E
6: ? #6; "
OUrz HXI.i- REPERT !
1040 GDSUB 5000:SOUND 0 , 0 , 0, 0 : SOUND
1,0,0,0:BOTO 9000
2000 POSITION 0,5:? #6 ; A* : POS I T I ON 0
,4:7 #6; "E3IE33^" : NUM = -1 : GOSUB
7000
2010 FDR N=l TD 1000
2020 NEXT IM:GOSUB B000
2030 GOTO 60
3000 GRAPHICS ia:P0SITION 0,4
i3 s PACES TaaMHMZn? rnnf»:
? # 6 ; ■■
SOUND
? #6; "
3005 GOSUB 5000:SOUND 1,0,0,0
0, 0, 0, 0: RETURN
4000 GRAPHICS ISiPQSITION 0,2
VERY GOOD WORK. . . "
4010 POSITION 0,6:? #6; "see you agai
n later"
4020 POSITION 4,10:? 86;
4030 GQ3UB 5000: GOTO 7030
5000 FDR N=l TD 200
5010 SOUND 0, RND (0) *200, 10, 2
5030 NEXT N
5040 RETURN
5 100 FDR N=l TD 100: SOUND 0,N,10.10:
NEXT N:SaUND 0 , 0 , 0 , 0 : RETURN
5200 FDR N=255 TO 200 STEP -1: SOUND
0, N, 10, 10: NEXT N:FDR N=225 TO 1
50 STEP -i:SQUND 0 . N , 1 0 , 1 0 : NE X T
N
5210 FOR N=175 TO 100 STEP -1:S0UND
0, N, 10, 10: NEXT N:FDR N=150 TO 5
0 STEP -l:SOUND 0 , N , 1 0 , 1 0 : NE XT
N:30UND 0 , 0 , 0 , 0 : RETURN '
7000 IF W=l THEN B* = WORD* ( 1 , 20 ) : A* = B
*:Wl=Wl+NUt1
7001 IF W=2 THEN C*=WaRDS ( 2 1 , 40 ) : A*=
C*: W2=W2+NUM
7002 IF W=3 THEN D«=WDRD* ( 4 1 , 60 ) : A*=
D*:W3=W3+NUM
7003 IF W=4 THEN E«=WaRD* ( 6 1 , 80 ) : A*=
E«: W4=W4+NUM
7004 IF W=5 THEN F« = WQRD* ( 8 1 , 1 00 ) : A*
=F*: W5=WS+NUM
7005 IF W = 6 THEN G* = WORDS ( 1 0 1 , 1 2 1 > : A
*=B«: W6=W6+NUM
7006 IF W = 7 THEN H4 = W0RD* ( 1 2 1 , 1 40 ) : A
*=H*: W7=W7+NUM
7007 IF W = 8 THEN I t = WORD* ( 1 4 1 , 1 60 ) : A
*=I$: W8=W8+NUM
7008 IF W=9 THEN J *=WORD* ( 1 6 1 , 1 80 ) : A
* = J*: WS' = W"? + NUM
7009 IF W=10 THEN Kt=WORD* < 1 81 , 200 ) :
A*=K*:W10=W10+NUM
7010 IF W=ll THEN Lt=WORD* <201 , 220) :
At=L*:Wll=Wll+NUM
7011 IF W=12 THEN M«=WORD* ( 22 1 , 240 > :
A$=M*: W12=W12+NUM
7012 IF W=13 THEN N*=WORD* ( 24 1 , 260 ) :
A4=N4 : W13=W13+NUM
7013 IF W=14 THEN Dt =WORD* < 26 1 , 280 > :
A$=0*:W14=W14+NUM
7014 IF W=1S THEN P*=WDRD5 ( 28 1 , 300 ) :
A*=P$: W15=W15+NUM
7015 IF W=16 THEN QS=WORD* ( 30 1 , 320 ) :
A«=D*:W16=W16+NUM
7016 IF W=17 THEN R*=WORD* < 32 1 , 340 ) :
A«=R$: Wl 7=W1 7+NUM
7017 IF W=18 THEN 5*=W0RD« < 34 1 , 360 ) :
A*=S*:WlS=Wia+NUM
i:?4 COMPUTE! October 1963
7018
7019
7020
7030
B000
8005
8007
8010
3100
3150
8200
8300
8350
8355
8360
8370
8400
84 5 0
8500
8600
9000
IF W=19 THEN T»=WORD* (361 , 330) :
A«=T4: W19=W19+NUM
IF W=20 THEN U«=WaRD* < 381 , 400 ) :
A* = U*: W2 0 = W20 + NUri
RETURN
END
GRAPHICS ia:PDKE 708,100;? #6;"
l-H-l-T^-'^^JJJJliJ.TJff.lj;" : POS I T I ON
0,1:? #6; A*
POSITION 0,2:? # 6 ; " EmiMJHafc p a c
ebar. . . "
POSITION 0,3;? #6: " [TT7¥inr».^ ^ rj d ^ -
? #t>; " or type « to
CDUNTER=0
K: "
="«" THEN GOTO 60
=" " THEN L=0:6DSU
<>A$<L,L) THEN GOS
8000
THEN L=0
ER+1:PRINT #6;CHR*
40000
9 THEN GOTO 60
POSITION 0,4:
ret urn " : L = 0 ;
OPEN #1,4.0, "
L = L+I
GET #1,CHAR
CLOSE #1
IF CHRt(CHAR)
IF CHR«(CHAR)
B 8400
IF CHRSCCHAR)
UB 12000:GOTQ
IF L=LEN(A*>
C0UNTER=COUNT
(CHAR) ; : TRAP
IF CDUNTER>13
GOTO 8100
RETURN
POKE 752, 1 :PR
T OF HOW MANY
AS SPELLED CD
INT "HERE IS A LIS
TIMES EACH WORD W
RRECTLY THIS TIME.
9010
9050
9100
9150
9200
9250
9260
9270
9230
9300
9310
9320
9 3 30
9340
NUM=0:FOR W= 1 TD 20:GDSUB 7000:
NEXT M
FOR N=100 TO 240:SDUND 0,N,10,1
0:NEXT N:SOUND 0,0,0,0
? Wl;" ";B*:? W2;" ";C*:? W3;"
";D*:? W4;" "lE*:? WS;" ";F*:?
W6; " ";G*:? W7;" ";H*:? W8;" ";
I*:? W9; " ";JS:? W10;" " ; K*
? Wll;" ";L*:? W12;"";M«:? W13
;" "sN*:? W14;" ";04:? W15;" ";
P«:? W16;" ";Q*:? W17;" ";R*:?
W18; " " ; St: -^ W19; " " ; T*
7 W20; " " ; U*
POKE 752, 1 : POSITION 25,3:PRINT
"taaaMSEIB" : POSITION 20, 5: print
AiT:FOR N=l TO 200:SOUND 0,255,
10, 3: NEXT N
POSITION 25, 7: PR I NT " [i?i] :]:!:<•■* t" : P
OSITION 28,9:PRINT SCOREiFOR N=
1 TD 200:SOUND 0 , 200 , 1 0 , 8 : NE X T
N
TRAP 9400: PER=INT ( (SCORE/ATT) # 1
00):POSITION 25,11:PRINT "l-Jalrlria
□u" : POSITION 28, 13: PRINT PER; "7.
FOR N=l TO 200:SOUND 0,100,10,6
:NEXT N
POSITION 25,15:? "M:T:T>TJ1"
IF PER>=95 THEN POSITION 27,17:
? "■!■": PD5I TIDN 25,21:? " \33SMM
IF PER> = 88 Ai'JD PER<95 THEN POSI
TION 27,17:? " BjM" : POS I T I ON 25,
21:? " L>i=*:vmri,inTimMi"
IF PER> = 78 AND PEROS THEN POSI
TION 27,17:? " K^l" : POS I T I ON 25,
21:? " K'T-Mllll"
IF PER>=70 AND PER<7B THEN POSI
i^^ t,
<-/
4
^:'-v^;
\*
\
SLIP INTO
SOIVIETHING
RBO-CHARGED
like the road-scorching
speedster In RALLY SPEEDWAY
— the game that turns your
ATARI into a full-blown, four-
- ' wheeled demon! Take on our
demanding course, or use the
unique Construct-A-Track option to
design your own. Push yourself to the
limit for a better lap time, or get a
friend in on the action for a one-on-one
duel to the finish line — it's vour choice!
li your deafer doftsnt have Rally Speedvft'ay In
siocK. pnone 1-800323-7172 with your Oraer. or
vyj!t6''u9 at Adveritu'e Iniernalional, P.O. Bo»- 343S-
Bongv^God FL 32750 for your FREE caialoq.
r DEALER ORDERS WELCOME
y^^i^ f N t f H N A r I O N A Ly^
OF SCOTT AOAMS. IMi
TION .27, 17: ?
21 ; ?
POSITION 25,
9350 IF PER<70 THEN POSITION 27,17:? 10520
"B:^" : POSITION 25,21:? "fe*iUtVJ|
10525
10530
10540
1 1000
1 1005
11010
9360 SOUND 0,0.0,0:POKE 752.0:6OTO 5
4
9400 PER=0:PDSITION -28, 13: PRINT PER:
POSITION 25,11:PRINT "[33331111":
GOTO 9280
10000 WEL$="i?M^»J[.]:i^i.^^il.M;[i1;]«.'^iT J
■^■j=imminrmtuk*'^" : pr t nt "cclear:-"
:FaR N=l TO 37jPRINT WEL*(N,N)
;:NEXT N : T I ME=T I ME+ 1
10010 DFF=40000: P=0: 7 :? "DO YOU WAN
T TO S^EATE OR [RETRIEVE THE FI
LE" ;
10011 O*="<:20 SPACES:":FaR N= 1 TO 520
STEP 20: WORD* (N, N+1 9) =0*: NEXT
N 11020
10012 ? :? :? "ONCE YOU CREATE A FIL 11025
E IT WILL BEiS SPACES} STORED 0 11030
N TAPE OR DISK SO YOU CAN 11035
t5 SPACESMNPUT THE WORDS FROM 11040
11045
10013 ? "THE TAPE OR DISK INSTEAD OF 11060
TYPINGf3 SPACES}THE SAME WOR
DS IN EVERY T I HE YOU PLAY." 11067
10014 ? :? :? "TYPE IN E OR E AND HI 11068
T l:l^ilJ:]: NOWf "
10015 TRAP 10014; INPUT ANS*
10017 TRAP 10017:? "ARE YOU USING DA
PE OR EI SK": INPUT 22«:IF ZZ«(1
,1)<>"T" AND ZZ*(1,1)<>"D" THE
N 10017
10020 IF ANS«<>"C" THEN 60T0 11000
10100 -" "TYPE IN WORDS N0W":N=1
10105 ? :? :
F1LENAME<:7 SPACES: ( W I THOUT 'D:
' ) OF THE FILE TO " ;
IF ANS*="R" THEN PRINT "LOAD":
GOTO 10530
PRINT "CREATE"
TRAP 10500: INPUT DK* : DK* < 4 ) =DK
*: DK* ( 1 , 3 ) = "D1 : "
RETURN
IF ZZ*="D" THEN GOSUB 10500: N=
1:TRAP 40000:OPEN #2,4,0,DK*:G
QTO 11025
? "TO LOAD WORDS THAT ARE STOR
ED ON TAPE BE SURE TO POSITION
THE TAPE AT THEC3 SPACES>CDRR
ECT COUNTER « YOU NEED."
? "WHEN BUZZER BOUNDS, PRESS E
l^*IJ-i; AND WAIT FOR THE WORDS
TO BE LOADED INTO THE COMPUTE
r\ > . ■
N=1:0PEN #2,4,0,"C:"
FOR X=l TO 4
TRAP 11040: INPUT #2,INW0RD*
WORD* <N, N+1 19) =INWORD«: N = N+120
NEXT X
CLOSE *2
FOR N=l TO 400 STEP 20:PRINT I
NT (N/20) +1;" " ; WORD* (N, N+19)
NEXT N
PRINT " i9 SPACES^"
20)
; WORD* <401 , 4
11070 ?
1 1 075
1 1080
12000
BE 3URE: ERCH WORD IS
PEI_l_EI> CORRECTLY BEFORE VOU
[lS^^ETURN<14 aCEHiaJ"
10110 FOR N=l TO 400 STEP 20: INPUT I
NWORD*
10120 IF N>399 THEN WORD* ( 40 1 , 520 ) = "
":GOTO 10200
10125 IF INWORD*="«" THEN WORD*(N,52
0)=" ":GOTO 10150
10130 WORD* (N, N+19> =INWORD*
10140 NEXT N
10150 ? "TYPE IN CHAPTER tt OR LIST #
ETC. . . "
10160 INPUT INWORD* : WORD* <401 , 420) =1
NWORD*
10200 FOR N=l TO 420 STEP 20:PRINT W
ORD* (N, N+1 9) : NEXT N
10202 IF ZZ*="D" THEN GOSUB 10500:TR
ftp 40000: OPEN #2, 8, 0, DK*: GOTO
10209
10203 ? "POSITION THE TAPE AND TAKE
NOTE OF C4 SPACES:THE COUNTER N
UMBER.":? :? "PRESS THE PLAY A
ND RECORD BUTTONS."
10204 7 :? "WHEN THE BUZZER SOUNDS,
PRESS i-r^j-jii-Tr"
10205 N=l
10206 TRAP 10207:LPRINT
10207 OPEN #2,8,0, "C:"
10209 N=1:FDR X=l TO 4
10210 PRINT #2; WORD* (N, N+1 19) : N=N+12
0
10220 NEXT XsCLQSE #2
10300 GOTO 13000
10500 PRINT "YOU MUST NOW ENTER THE
126 COMPUTEI October 1983
12005
12010
12020
12030
12040
12050
13000
13005
13010
1301 1
13012
13013
13014
13015
13016
X5 THIS THE GROUP OF HORDS
■ PRCESIIMnHTED CY^NI
";: INPUT ANS«:IF ANS*="N" THEN
GOTO 10000
GOTO 13019
END
FOR N=i TO 100:SOUND 0,20,4,10
:NEXT N:SDUND 0,0,0,0
GRAPHICS 18:7 #6; " gT7TI»d<I.TJ:- ";
CHR*(CHAR);" fcj IT K-*i r-=M "
POSITION 0,1:7 #6 ; " wr on g . . . TR Y
AGAIN"
POSITION 4,3:7 tt6;"THE WORD IS
PDSI
PDSI
L = 0:
RN
WEL*
NT W
TRAP
C KE
A = 0
PRIN
? : 7
USE
IN
TTO
? : ?
1ST
LD L
0 EN
? : ?
THE
RD6R
SSIO
INPU
TO 1
IF A
IF T
TION 0,4:? #6; A*
TION 6,5:7 4*6 ;" READ Y?7? "
FOR N=l TO 400:NEXT N:RETU
= "[IIlE3Kl
:FOR N=
EL* (N, N) ; : NEXT
130 10:7 ;? "HI
Y WHEN READY" ; :
THEN END
T " tCLEARXBELL
: ? : ? ;? "DO Y
THE LIST OF WDR
THE COMPUTER OR
LOAD IN A NEW L
:? "TYPE IN C
OR HIT (aamscTo
1ST.":? :? :? "
D"
:? "OF COURSE.
FIRST TIME TH
AM DURING THIS<
N YOU MUST HIT
T ANS*: IF ANS*=
0000
NS*="E" THEN GO
IME=0 THEN ? "i
OU MUST MRKE R BIG
1 TO 35: PR I
N: NUM=1
T THE HaEE
INPUT A: IF
J " : TRAP OFF
DU WANT TO
DS ALREADY
DO YOU WAN
1ST"
FDR A NEW L
USE THE 0
TYPE IN [= T
IF THIS IS
ROUGH THE P
7 SPACESJSE
C! ! ! "
"N" THEN GO
TO 4000
3 BELL>":BO
TO 13018
135
13017
60T0 13019
13018
? :? :? "THIS IS YOUR f^JrI=liMi*i
140
rSTa THROUGH THEt3 SPACES J PROBRA
145
M. YOU MUST LOAD IN OR CREATE
A NEW LIST NOW!":eOTO 13011
150
13019
PRINT "-CCLEARJ"
155
13020
? :? :? "IF YOU WANT TO PRACTI
CE FOR A CERTAIN NUMBER OF TIM
ES TYPE IN E AND HIT
160
{:5 SPACES} (il^iirrlT. "
13025
? :? :? "IF YOU WANT TO PRACTI
CE UNTIL YOU GET TIRED JUST HI
165
T 1:1=4*11:1; - "
170
13030
? :? :? "IF YOU WANT TO QUIT,
TYPE IN [=. "
175
13050
INPUT ANS*:IF ANS*="C" THEN GO
TO 55
180
13060
IF ANS«="E" THEN GOTO 4000
13070
RI6HT=10000: GOTO 57
Program 2:
185
spelling Quiz For VIC (Microsoft BASIC)
190
5 REM
SPELLING QUIZ
195
10 DIMA%(14),W%(20),W$(20):TT=0
15 P0KE36879,93;PRINT"{CLR}{2 D0WN)|RED1
200
{4 spaces) SPELLING QUIZ [2 D0WN}":G0T03
15
print"{clr} {2 downIhow many words do y
ou wish to spell" : print "correctly befo
RE"
PRINT "ENDING?" : PRINT" [DOWN] [WHT} RETURN
IrEDI to end? ";:GOSUE380
RI=VAL(IN$) :IFIN$=""THEN120
SC=0 : AT=0 : FORI=1TO20 : W% ( I ) =0 : NEXT
IFSC=RITHEN110
W=INT{20*RND{1)+1) :A$=W?(W) :IFA5=""THE
N45
FORAR=1TO14:A%CAR)=0:NEXT:PRINT"[CLR}
{4 DOWN} UNSCRAMBLE: {BLU} " :L=LEN(A? ) : FO
RLT^ITOL
AR=INTCL*RND(1)+1) :IFA%(AR)THEN55
PRINTMID$(A$,AR,1); : Al (AR)=1 : NEXT:TR=0
POKE214 , 20 : PRINT : PRINT" I RED] PRESS
[WHT] RETURN [RED} TO END"
PRINT " { HOME } CORRECT [ WHT } " SCTAB (13)"
[ red} WORD [WHT }"W
TR=TR+1:PRINT"ATTEMPT"AT+1" [4 DOWN}"
POKE214,3+TR*3:PRINT:PRINT" [DOWN] [WHTJ
TRY#"TR: PRINT" [RED]? "; :GOSUB380 : IFIN$
=""THEN110
AT=AT+1 : IFIN? < >ASTHEN95
90 CR$=LEFT$("R"+CR$,20) : PRINT" [ DOWN] CORR
ECT! " :FORN=1TO500:NEXT:W%(W)=W%CW)+1 :S
C=SC+1 :GOTO40
95 IFTR=3THEK115
100 CR$=LEFT?("W"+CR?,20)
PRINT" [DOWN] WRONG, TRY AGAIN. [UP] ": FO
RN=1TO700:NEXT: PRINT" [17 SPACES]'
070
PRINT"[CLR![2 DOWN] [2 SPACES] YOUR
RE IS(WHT}"SC:PRINTSPC(6) "[red]
[2 D0WN}WELL DONE" :GOSUB370:GOTO155
PRINT "[down) ANSWER [WHT] " : PRINTA? :FOR
N=1TO1000:NEXT:GOTO125
PRINT" {CLR}[ DOWN] GOOD WORK":END
PRINT" [CLR] [DOWN] [red} TRY TYPING THE
[ SPACE } WORD i WHT ] " : PRINTA$ : PRINT " [ RED ]
[D0WN}PRESS [WHT] RETURN [red] TO END":
L=l
130 PRINT" [LEFT)"; :POKE204,0
20
25
30
35
40
45
50
55
60
65
70
75
80
85
105
110
115
120
125
;GOT
SCO
205
210
215
220
225
230
235
240
245
250
255
260
265
270
275
280
285
290
295
300
305
310
GETC$ : IFC$=CHR? ( 13 ) THENPOKE204 , 1 : GOTO
40
IFC$<>MID${A$,L,1)THEN13 5
POKE204,1:IFL=LEN{A$)THENL=0:C$=C$+"
[SPACE] "
L=L+1 : PRINTC? ; : GOTOl 30
PRINT" [CLR] [down] HERE IS A LIST OF HO
W MANY TIMES EACH WORD [2 SPACES] WAS S
PELLED CORRECTLY:"
FORI=1TO20 : PRINT " [ WHT } " I " [ RED ) [ LEFT ] "
W%CI)W${I) :IFI=9THENGOSUB370: PRINT"
[CLR] [down]"
IFI<20ANDW$ ( I+l }=" "THENI=21
NEXT:GOSUB370
PRINT" [ CLR } { DOWN } ATTEMPTS [ WHT } " AT : PRl
NT " { RED } [ DOWN } CORRECT [ WHT } " SC : L=LEN (
CR$ ) : IFL=0THEN3 1 5
C=0:FORI=1TOL:C=C-CMID$(CR$,I,1)="R")
: NEXT :PE=INTCC/L* 100) : PRINT "[RED]
[down] percent! WHT }"pe"( left} %"
CR$=" " : F0RG=1T05 : READDA, G? , C? : IFPE<DA
THENNEXT
DATA90 , A, EXCELLENT , 80 , B , VERY GOOD, 70 ,
C,GOOD,60,D,HMMM, ,F, STUDY
RESTORE: PRINT" [RED] E DOWN] GRADE [ WHT)
[RVS] "G?" {0FF)[RED)"C$"l":G0T0315
TT=1:P=0: PRINT "[CLR] [3 DOWN }[ PUR } PRES
S: [DOWN]";PRINT"[WHT}c[RED) TO CREATE
[ DOWN } " ; PRINT " [ PUR] 0R[ DOWN )
PRINT" [ WHT ]R[ RED) TO RETRIEVE A FILE
[ DOWN ) " : FORI =1 TO20 : W? { I ) = " " : NEXT : GOSU
B375
IFAN5<>"C"THEN280
PRINT "[CLR) [DOWN] ENTER UP TO 20 WORDS
[2 SPACES] ONE BY ONE AND PRESS
[2 SPACES) [WHT) RETURN [red}"
PRINT" [DOWN] LIMIT EACH WORD TO 14 LET
TERS.
PRINT" [DOWN] PRESS [ WHT] RETURN [ RED } WH
EN YOU ARE FINISHED.
PRINT" [2 DOWN) BE SURE YOU SPELL THE W
ORDS CORRECTLY"
PRINT" [DOWN] [WHT) ENTER YOUR WORDS
[DOWN] [red] " :FORN=1TO20
PRINT" [ WHT) "N"[rED]? "; :GOSUB380 : IFIN
$=""THEN250
W$(N)=IN$:NEXT
PRINT" [DOWN] ENTER AN IDENTIFIER" :PRIN
T"[DOWN)? "; 5GOSUB380:IFIN$=""THENIN$
II ii
W5 ( 0 ) =IN? : PRINT " { CLR } [ 2 DOWN ) " : F0RI=1
TO20:IFW$(I)=""THEN270
IFPOS ( 0 ) +LEN ( W$ ( I ) ) > 20THENPRINT
PRINTW5{I)", "; :NEXT
PRINT: PRINT" [ WHT) "W$(0) : PRINT" [DOWN]
[WHT] POSITION THE TAPE{ RED) " :GOSUB370
PRINT" [CLR] " :OPEN2,1,1,W?{0) :FORI=0TO
20:PRINT#2,W?Ci) :NEXT:PRINT#2 , W5 (0) ;C
LOSE2:GOT0315
PRINT" [DOWN)pOSITION THE TAPE":G0SUB3
70:PRINT"[CLR} [2 DOWN)"
0PEN2 ,1,0: INPUT#2 , W$ ( 0 ) : PRINT " [ D0WN)N
AME [BLU}"W?(0) "[RED} [DOWN}"
FORI=1TO20 : INPUT* 2 , W? ( I ) : IFPOS ( 0 ) +LEN
C W$ ( I ) ) > 20THENPRINT
PRINTW$ ( I ) " " ; : NEXT : CL0SE2
PRINT: PRINT" [down] [red] IS THIS THE GR
OUP OF": PRINT "WORDS YOU WANTED" ; :GOSU
B375
IFAN$="N"THEN200
GOT0345
October 1983 COMPUTE! 127
315 GOSUB370:IFTT=0THEN200
320 PRINT"{CLR} f2 DOWN} { PURJpreSS : [DOWN] "
325 PRINT" {wHT) RETURN {RED J TO USE THE";PR
INT" WORDS ALREADY IN THE {2 SPACES 3 CO
MPUTERfDOWN}"
3 30 PRINT " [ PUR 3 OR I DOWN 1 " : PRINT " { WHT ] N
{red 3 TO LOAD A LIST {2 DOWN} ": PRINT"
{pur5or(down]":priht"{wht]e|red} to E
nd{down]"
335 gosub375:ifan$="n"then200
340 ifan$="e"then120
345 PRINT"{CLR]{2 DOWN 3 { PUR } PRESS :£ DOWN] "
: PRINT "{ WHT] RETURN {red] TO PRACTICE":
PRINT" UNTIL YOU GET TIRED {DOWN J"
350 PRINT" £PUR]0R{D0WN3":PRINT"{WHT}C
{RED] TO PRACTICE A": PRINT" CERTAIN N
UMBER OF": PRINT" TIMES {DOWN}"
355 PRINT" {PUR} 0R{ DOWN] ": PRINT" {WHT]E
[red] to QUIT{D0WN1":G0SUB375:IFAN5="
C"THEN20
360 IFANS="E"THEN120
365 RI=10000:GOTO35
370 PRINT" {down) [2 SPACESjPRESS {WHTJRETU
RNfREDj";
375 PRINT"? ",- :GOSUB380:AN$=LEFT$(IN$,1):
RETURN
380 IN$="":ZL=0
385 POKE204, 0: PRINT"* Cleft]";
390 GETZ$:IFZ$=""THEN390
395 POKE204,1: PRINT" [LEFT] " ; : IFZ$=CHR$ { 1
3 ) THENPRINT : RETURN
400 IF2$=CHR$ { 20 ) ANDZLTHENZL=ZL-1 : IN$=LEF
T| { IN$ , ZL ) s PRINTZ$ ;
405 IF{(Z$>"/"ANDZ$<":")OR(Z$>"@"ANDZ$<"[
" ) )ANDZL<14THENPRINTZ$; : IN$=IN$+Z$ i ZL
=ZL+1
410 GOT0385 ©
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of The HTindreds of Reasons
You Ought To Be A COMPUTE!
Magazine Subscriber:
Prom "The Editor's Feedback" Card, a montlily part of our continiilng
dialogue witti readers of COMPUTE!. These are responses to the question,
"What do you like t)est about COMPUTE! ?"
l."The coverage of educational uses of computers for kids." 8. "Clear, clean layout,
good presentation..." 3."Educational software reviews... Triends of The Turtle'..." 4.
"Written so a newcomer to computers can understand..." 5. "Cover to cover, and all in
between..." 6."Revlews of software and hardware..." 7. "Good balance of application
and technical articles..." 8."It is the best source of info about various levels of VIC/
PET/CBM machines and applications..." 9. "The large nmnber of well-explained pro-
grams..." 10. "I like programs that can be typed into a computer, run, and then used
right away (a program without bugs!)..." 11. "That it is organized well, and covers a
broad range of information concerning Atari. Keep it up, please! I'm learning..." IS.
"Table of Contents listings and computer guide to articles is a great idea. Best
magazine for personal home computer users..." 13. "Best I have fomnd for VIC inxb..."
14."Informative articles: 'Secrets of Atari', Game programs, especially programs
that teach the reader about the Atari..." 15."I like all the articles and programs for my
computer, the PET. I've learned and found out things about it that I never even
thought existed. Other magazines don't have too much material for the PET and, for
that reason, I find COMPUTE! invaluable..." 16. "The up-to-date hardware reviews..."
17. "Educational and game programs... ready to type In..." 18. "Utihty and appUcations
program listings very helpful..." 19. "I'm a computer beginner and COMPUTE! didn't
scare me away... it miade me more interested in learning more about computers..." SO.
"I really enjoy (smce I am one) the Beginner's Page..." 81. "The attention it gives to
Atari and the easy-to-understand language it's written in..." 88. It is concerned with
explaining programs, not just listing them. It is the best VIC magazine I could buy..."
8S."The new Table of Contents 'Guide to Articles and Programs' is excellent, particu-
larly the indication of 'multiple computer' items. .."84,Broad range (sophistication)
of programs..." 85."It's easy to understand yet pushes you to a 'higher level'..."
Whether you're just getting started with, personal computers, or very advanced, you'll find
useful, helpful information in every issue of COMPUTE! Magazine. We specialize in supporting
the Atari, PET/CBM, Commodore VIC-20 and 64, TI-99/4A, and Apple computers. Editorial
coverage is expanding to include the Timex/Sinclair and the Radio Shack Color Com.puter.
Every issue of COMPUTE! brings you user-friendly articles, applications programs, and
utilities you can type' right into your com.puter and use. To subscribe to COMPUTE!, or to
order a sample issue, use the attached reply card or call our toll-free number. COMPUTE!...
We're the resource for thousands and thousands of home, educational, and small business
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FRIENDS OF THE TURTLE
Dovid D Thornburg, Associate Editor
Ed Emberley's
Drawing Procedures
Part of the appeal of turtle graphics is that it allows
complex pictures to be built from simple building
blocks. This feature arises from the fact that each
shape description or procedure describes the
shape itself, independently of its starting point or
orientation. For example, once a square is defined
with the procedure:
TO SQUARE :SIZE
REPEAT 4 (FORWARD :SIZE RIGHT 90]
END
the computer can use this procedure to create a
square of any size at any starting location and
orientation.
If the user has built up a set of useful geo-
metric procedures, these can be combined to create
more complex figures. If one also has a procedure
for drawing triangles:
TOTRI:SI2E
REPEAT 3 [FORWARD ;SIZE RIGHT 120]
END
then a procedure for drawing a house can be
created from a combination of a square and a
triangle:
TO HOUSE :SIZE
SQUARE rSIZE
FORWARD :SIZE RIGHT 30
TRI :SIZE
END
This procedure can be used
to create houses of
different sizes
t
A
Many turtle graphics enthusiasts create libraries
of basic figures from which quite interesting pic-
tures can be created.
As an active proponent of turtle graphics and
procedural problem-solving, I was delighted to
find Ed Emberley's independent discoveries along
these lines.
Ed Emberley has written several books on
illustration for children. His books of particular
interest to readers of this column would include:
Ed Emberley's Drawing Book of Animals, Ed Emberley's
Drawing Book, Make a World, Ed Emberley's Big
Orange Drazving Book, and Ed Emberley's Big
Purple Drawing Book (all published by Little, Brown
and Co.).
Mr. Emberley's illustration technique is built
on the idea that, just as words are created from
an alphabet of letters, pictures can be created from
an alphabet of shapes. He shows how to create
myriad figures using circles, rectangles, arcs, lines,
triangles, and other simple pieces. By building
the figure piece by piece, the young artist is never
overwhelmed by trying to deal with the whole
figure at once. The following series of illustrations
(courtesy of Mr. Emberley) shows how one can
create a clown's head almost entirely from circles
and circle parts.
If you were to create this figure using turtle
graphics procedures, you would need only pro-
cedures for a circle, an arc, a rectangle, and the
squiggles for the hair.
Ed Emberley does not normally use a com-
puter to create his illustrations. The clown figures
shown on the next page are a happy exception to
that, as he created them on an Apple computer
using the KoalaPad touch tablet with the Micro
130 COMPUTE! October 1983
Illustrator software. I am encouraging him to use
Logo also to see how he likes it.
Just as Mr. Emberley's books can be a source
of inspiration to those of us who build pictures
using turtle graphics, they can also be wonderful
tools for teaching procedural problem-solving -
for teaching people how to solve larger problems
by breaking them into bite-sized chunks. For this
reason I encourage the use of his drawing books
by teachers of computer programming. Not only
are the children learning to solve problems with
procedures, but they are also learning how to
create charming illustrations at the same time.
I created the next figure myself to show that
almost anyone can learn to make pictures in this
manner.
For those of us who have been in the field a
long time, the discovery of Mr. Emberley's excel-
lent contributions is refreshing. Clearly, he is a
Friend of the Turtle! <
October 1983 COMPUTi! 131
Learning With Computers
JB, Sheifon and Glenn M, Kleimon
Computers And Teaching
Children To Read
Both authors of this report have long been interested in
teaching children to read. Kteiman, previously a re-
searcher at the National Center for the Study of Reading,
attended the 1983 International Reading Association
Convention. Shelton, a former reading tutor, has visited
several schools where the IBM-sponsored program dis-
cussed in this column is being tested.
International Reading Association
Convention
The International Reading Association (IRA) is
the world's largest association of reading teachers
and researchers. Its 1983 convention, held May
2-6 in Anaheim, California, reflected the size of
the organization. The program booklet required 58
pages to list all the workshops, symposia, insti-
tutes, research report presentations, special inter-
est group meetings, and other events. Thousands
of teachers and researchers attended, and almost
250 companies exhibited their products.
Three years ago, at the 1980 convention, there
was very little about computers. Only a handful
of presentations focused on computers, and just a
few companies exhibited computer-based prod-
ucts. Things have changed.
Three of the preconvention institutes focused
upon computers, as did many conference presen-
tations and symposia. A special interest group
has been formed by people interested in using
microcomputers to teach reading. The exhibit
area included booths from Apple, Atari, Commo-
dore, IBM, and Radio Shack. Perhaps most signif-
icant is that computer software was included in
many of the exhibit booths, even from some of
the major textbook publishing companies. Scott
Foresman, Random House, Ginn, Houghton
Mifflin, Scholastic, MilUken, Borg-Wamer Educa-
tional Systems, Developmental Learning Mate-
132 COMPUTE! Octobeft983
rials, Walt Disney Educational Media, Educational
Activities, Hartley, FoUett Library Book Company,
American Educational Software, Computer Cur-
riculum Corporation, and other companies had
computer materials on display.
In a display of IRA publications, there was a
new book. Computer Applications in Reading, by
George Mason, Jay Blanchard, and Danny Daniel.
This book is a valuable resource for anyone inter-
ested in computers and reading. It describes col-
lege and university centers for computer-based
reading programs, school applications in reading
instruction, computer assessment of readability,
sources of computer semces and software, re-
search on computers in reading, and background
information about computers. Much of the book is
taken up by annotated bibliographies, so it is a
good starting point for finding out about computers
and reading instruction. It is available from IRA,
800 Barksdale Road, Box 8139, Newark, DE 19714.
A new journal, Computers, Reading and Lan-
guage Arts, was also being promoted. It contains
articles, book reviews, software reviews, and
news, all focusing on "the day-to-day use of com-
puters in teaching basic skills in subjects like
reading, writing, and spelling." For more in-
formation about this journal, contact Modern
Learning Publishers, Inc., 6517 Liggert, Oakland,
CA 94611.
At the IRA convenHon, there was clearly
tremendous interest in using computers to teach
reading. There were discussions of the potential
of computers to help motivate children, to provide
drill and practice in phonics and word recognition,
to administer and score tests, and to improve
comprehension skills. Many teachers, adminis-
trators, and researchers expressed optimism about
the possible uses of computers.
However, there was far more said about
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APPLE, ATARI, COMMODORE, IRM-PC, RADIO SHACK
Ttaaemarks ol Apple Comp Corp , Alan Corp . Commodoie Corp . IBM. Tandy Cofp
plans, potentials, and desires than about how
computers are already being used. The presenta-
tions, for the most part, focused on the need for
teacher training and the process of implementing
computers in schools, and selecting and evalu-
ating software - the beginning steps of using com-
puters. Reading educators are just getting started
with computers. It will be a few years before
presentations at IRA can discuss what actually
happens when computers are used in teaching
children to read.
"Our kindergartners, four
months into the school term,
ore writing sentences. They
have to be enjoying, as weli as
learning from, the computers
to show the dedication they do."
Writing To Read
One reading program already being used was
shown at the IBM exhibit booth and at a separate
display. The program is part of a comprehensive
reading instruction package for kindergarten and
first-grade children. Developed by Dr. John Henry
Martin and called "Writing to Read," this ap-
proach to teaching reading is being tested by
schools in eight states and in Washington, D.C.,
with 10,000 children participating. Wake County,
North Carolina, with 2,900 kindergarten children
in 34 schools, is the largest single participant in
the national test. The program runs on IBM Per-
sonal Computers, and testing is funded by IBM.
Dr. Martin's company, JHM Corporation, is
supervising the program and, at the end of a two-
year test period. Educational Testing Service will
conduct an evaluation.
The introduction of Writing to Read into the
schools was threefold: teachers and principals
were given a two-day training seminar and a
system management manual; parents viewed an
orientation film and experienced a hands-on ses-
sion; and the children were prepared in the class-
room for the computer lab procedures.
The Program In Action
At Briarcliff Elementary School in Cary, North
Carolina, the reading lab contains four IBM Per-
sonal Computers, one printer, eight electric type-
writers, and ten tape recorders. Each child spends
one hour per day in the reading lab. The computer
segment lasts 15 minutes. The remaining time is
spent in work center activities - children review
their words, use typewriters to write, and listen
134 COMPUTE! October 1983
to, and read, stories.
At the computer stations, the children work
in pairs, using IBM Pei'sonal Computers with syn-
thesized voice output and color graphics. Wearing
headphones, the children listen and respond to
the synthesized voice and graphics display.
The computerized lessons are designed to
teach children letter-sound correspondences. The
lessons use a "phonemic alphabet" which repre-
sents each of the 42 sounds of English by one
symbol. That is, this approach uses a special
teaching alphabet that makes the letter-sound
correspondences consistent. For example, "cat"
would be written as "Kat," and "through" as
"throo." The children are introduced to all 42
phonemes by working with 30 words. The selected
words include all the sounds and are represented
by pictures - dog, cat, bed, rabbit, fish, and so
on. The children learn the 30 words in ten cycles,
each with three words.
The symbols for the sounds are displayed
around the perimeter of the computer screen
(these symbols are letters, letter pairs such as
"th," and letters with markings, such as for long
and short vowels). A color picture appears on the
computer screen, with the word spelled both
phonetically (rabit) and in standard English (rab-
bit). The computer (using a digitized female
voice) intones: "Say rabbit." There is a pause for
the children to say the word aloud. They are then
instructed in the phonemic spelling, sound by
sound. The voice requests an "r" and waits for
the correct letter on the keyboard to be pressed.
Incorrect key presses are simply ignored. When
"r" is pressed, the phoneme "r" moves from its
place at the perimeter of the screen to midscreen.
The voice repeats, "Say rabbit," and the children
again recite the word. This sequence continues
until the whole word is spelled out. The procedure
is very repetitive. As each new word is selected,
the computer says the word, asks the children to
repeat it, spells the word aloud, and asks the chil-
dren to take turns spelling it several times. Since
phonemic spellings are emphasized, the children
must spell "rabbit" with only one "h" - the com-
puter ignores any pressing of "h" after the first
one.
After the learning phase, the computer work
goes on to a "mastery test." Students are asked to
spell the words they have just learned. If they
make two errors, the computer takes them back
to the learning phase. Following success on the
mastery test, there is a "make words" phase, in
which all the phonemes the children have learned
so far are reviewed and combined into new words.
There are also some game activities, such as one
where the children must repeatedly type "mouse"
quickly enough to keep a mouse pictured on the
screen moving away from a cat.
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©1983
The work-center activities complement and
supplement the computer lessons. At the work-
journal station, the children use workbooks which
provide practice with the three basic words just
learned, present additional words that have the
same phonemes, and leave room for children to
write new words. At the make-words center, the
children write and illustrate words. At the classics
listening center, they listen to stories on tape and
read along with the actual books. This familiarizes
them with standard spelling. At the typewriter
station, children use IBM Selectric typewriters to
write the words they have learned, combine them
into sentences and, when they are ready, begin to
write stories.
Program Effectiveness
Writing to Read has many similarities to other
approaches to teaching reading. For example, it
shares the use of a phonetic alphabet with ap-
proaches using the International Teaching Al-
phabet. The emphasis on letter-sound correspon-
dences and on having children say the words and
sounds repeatedly reminds us of such structured
phonics approaches as the DISTAR method. How-
ever, the overall blend of computer and work-
station activities is Dr. Martin's own synthesis,
reflecting his experience as a teacher and school
administrator and his philosophy of education.
Writing to Read has been enthusiastically
received by the teachers and children at Briarcliff
School. The principal, Mary Jane McReynolds,
noted: "Our kindergartners, four months into the
school term, are writing sentences. They have to
be enjoying, as well as learning from, the com-
puters to show the dedication they do."
Several minor problems, such as the mastery
tests being too rapid and the headphones not
working well, have been remedied. Kathleen Burt,
head of Briarcliff School's Kindergarten program,
reports: "We're more than pleased; we have high
hopes. You can't separate reading and writing,
and this is a logical approach toward teaching
them together. It combines many of the best
teaching methods we use in the classroom with
the technological advantages of the computer."
The Writing to Read approach is an eclectic
one, combining phonics, writing, and the reading
of classical children's stories. Some educators
would object to certain aspects, such as using
nonstandard phonetic spellings and having chil-
dren begin learning letter-sound correspondences
before they learn "whole-word" or "sight" recog-
nition of common words. These are classic issues
in the teaching of reading, issues that have been
debated for many years. We will not enter into
this debate here, but we do want to point out that
the computer does not settle any of these issues.
Computers can be used in any approach to
136 COMPUTE! October 1983
teaching reading. But computers do not tell us
how or what to teach, and they do not automati-
cally solve children's reading problems.
Dr. Martin and IBM are to be commended for
their efforts to integrate computers into a complete
approach to teaching reading, and for subjecting
their approach to large-scale testing and evalua-
tion. However, they are using the computer for
only one purpose - to teach letter-sound cor-
respondences to beginning readers. We hope to
see other methods of teaching reading begin to
incorporate computers, and to see computers
used to help children develop more advanced
reading skills. ©
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What
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THE WORLD INSIDE THE COMPUTER
Islands Of Learning
Fred D'Ignazio, Associate Editor
I am afraid that homes
and schools are swiftly
becoming islands of
computer learning. I am
afraid that unless some-
thing is done to coordi-
nate this learning, the
tremendous educa-
tional potential of per-
sonal computers might
never be realized.
I've been speaking on this subject at several
educational conferences, including the National
Educational Computing Conference in Baltimore,
the Florida Instructional Computing Conference
in Tampa, and the Hollins College conference on
"Computers in the Schools."
In Tampa, my speech was entitled "Linking
Computers in the Classroom and the Home."
After the speech, one of the people in the audience
came up and introduced himself as Kenneth
Komoski, Educational Director of the Educational
Products Information Exchange (EPIE).
Ken and I sat down and chatted. We dis-
covered that each of us independently had decided
that the critical area in educational computing
was neither the classroom nor the home. Instead
it was the cojuicction or the gap between the two.
To show how similar our thinking was, here's
a quote from one of Ken's recent articles:
It's important for parents to work coopera-
tively with educators and community leaders
to make decisions about computers and
educational software.... At stake is not only
the quality of computer instruction in the
schools, but also the full educational poten-
tial of microcomputers for your child, your
family and your community. If parents and
schools do not work together, much of this
potential may be lost.
Kenneth Komoski, Network (3/83).
138 COMPUTEI October 1963
Ken told me about the work he had been
doing. He mentioned that his organization, EPIE,
had recently joined forces with Consumers Union
to evaluate educational computing products.
Evaluations are published in a monthly MICRO-
gram. (Subscriptions to MICROgram are available
from EPIE-Consumers Union, P.O. Box 839,
Watermill, NY 11976.)
Millions Of Programs
Hundreds of new educational software packages
are appearing each month. Families and schools
are buying these packages by the millions. In 1982,
1.4 miUion educational software packages were
sold. Experts predict that 4 million packages will
be sold this year.
Families are buying the software and schools
are buying the software, but there is little or no
coordination between the two. This is the source
of Ken's and my concern.
The Miracle Machine
This lack of coordination creates a real problem.
The biggest impact of computers will probably be
on kids using computers at home. Yet families
have the least experience in setting up a formal
curriculum of instruction.
Many parents buying computers are hoping
that the educational programs that their kids use
will teach the kids without any parental guidance.
Or that the programs at least won't do any harm.
But are these parents placing too much faith
in the computer?
Ever since they were first invented, com-
puters have been seen as a miracle solution to all
sorts of problems. But people have learned the
hard way that computers do nothing on their
own. If computers are given the right instructions,
they can help. But people still do most of the work.
The same is true for computer learning. The
computer cannot teach a child on its own. Parents
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and teachers still need to do most of the work.
They need to create an environment and a curric-
ulum fitted to the needs and age level of each
child. Then the computer can be a valuable
assistant.
The Impact Of Computer teaming
We have another problem. Computer learning at
home is likely to be unguided and uncontrolled.
Yet unless computer learning at school and at
home is better coordinated, the impact of com-
puter learning will be much greater at home.
Look at the ratio of kids to computers at home
and in the schools. At home the ratio is great; at
school it is miserable. This is not a nice thing to
admit, but it's true. One reader recently wrote
me that at her school the ratio was 400 kids to
only one computer. "But," she admitted, "I sup-
pose that's better than no computers at all."
At home the ratio is much smaller, of course.
Either it's nonexistent, because the family doesn't
want or can't afford a computer, or it's something
like two or three kids per computer.
And when you think about how much expo-
sure each child will get to educational software at
home, the situation looks even worse.
Software prices are beginning to drop rapidly.
Quality educational software will soon be available
at affordable prices (from $5 to S30 a package).
Yet at school the software must run on the same
computer that is in demand by (perhaps) hun-
dreds of schoolchildren. This makes it unlikely
that a child using a computer at school will be
able to sample and fully experience the full range
of software that his or her school can afford.
At home, on the other hand, a child's family
might buy two or three dozen packages, and the
child will have the opportunity to fully experience
all of them.
The lesson here is that the impact of computers
will be much greater on kids learning at home.
A Riot Of Computer Learning
In recent columns, I have discussed educational
computing in the classroom and in the home. In
one column, I wrote about the "riot" of learning
that will soon be taking place in homes that have
computers. I called it a riot because computer
learning at home will be spontaneous, uncon-
trolled, and, perhaps, destructive.
Parents have always depended on teachers
to provide formal instruction for their children,
especially in basics such as arithmetic, writing,
and reading. Now there are dozens of math drill
programs, typing tutors, spelling instructors, and
reading "games."
Parents are buying these programs and
turning the computer into a vehicle to teach these
skills at home. But in most cases the computer
140 COMPUTt! October 1983
"tutor" will not have a parent looking over its
shoulder. The tutor will be teaching the child, but
its lessons won't be integrated into a balanced
curriculum especially suited for the child.
And this is just the beginning. The computer's
effect on home learning w ill soon increase dramati-
cally. At the end of the next twelve months there
will be software on the market to teach every con-
ceivable subject or skill to kids of almost every
age. There will be geography programs, programs
to teach chemistry, astronomy, art, dancing,
songwriting, juggling, current events, and world
religions.
Parents will buy this software, but kids will
be expected to use it on their own.
Tlie Cereai-Box Strategy
Schools and families will buy millions of educa-
tional programs. Schools will buy programs only
after they have evaluated the programs' pedagog-
ical soundness and relevance to teachers' existing
curricula.
How will parents choose among the hundreds
of educational programs on the market? They will
buy programs the way they buy everything else.
They will choose a particular package because:
• Their child responds to an ad on the back of a
box of cereal by crying, "I want that program.
Mommy!" And how can the mommy refuse? After
all, the program is educational. And it's a lot better
than getting the kid the laser blaster that was ad-
vertised on the box of cereal the family finished
last week.
• Software will soon be on sale at special software
stores and at almost every sales oudet imaginable,
including local convenience marts, department
stores, bookstores, drugstores, beauty salons,
hardware stores, and supermarkets. It will be
sold alongside how-to manuals, mass-market
books, and other inexpensive consumer items. It
will become as cheap and as convenient to buy as
a detective novel, a romance novel, or a carton of
milk.
• Software will soon be packaged as glossily as
cosmetics and rock records. Ads on TV, on the
radio, and in stores will make buying software as
appealing as buying a new kind of lipstick, deodor-
ant, sports car, or diet soda. It will look like an
offer that can't be refused.
• Buying software will help people keep up with
their neighbors who are also buying software for
their kids. After all, a responsible parent can't sit
still and watch her kids slip behind. And even the
President of the United States admits they're not
getting the education they need at school. The
only way to get the kids educated is to give them
an early start on learning at home. And the only
way that can be managed is with a computer -
and lots and lots of software.
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Help From Software Publishers
Can't parents depend on educational publishers
and computer companies to advise them in
making their purchases?
Not likely. Educational publishers and com-
puter companies will likely have little or no interest
in coordinating the software that children use at
home and the software they use in school. Nor
will they be concerned with how their software
fits into a child's development and into his or her
learning experiences.
That's why the average home's computer
learning environment will be riotous. Most par-
ents won' t have the training or the time to properly
select educational software. Nor will they have
the skill to build that software into a comprehen-
sive "Home Learning Program" for their children.
Schools have this training and skill, but they
are not currently part of the home software selec-
tion and evaluation process.
Islands Of Learning
I see two islands of learning that will soon be
created by computers. One island will be the
school, the other the home.
In the school, computer learning will be struc-
tured, well organized, well thought out, properly
sequenced, comprehensive, and pedagogically
sound. Unfortunately, it will also be minimal,
since each kid will have an absurdly small amount
of time using any particular package. The effect
of computer learning at school will be diluted by
the huge number of kids trj'ing to share a few
computers.
In the home, computer learning will have a
great impact, because kids will have the opportu-
nity to spend a great amount of time on the com-
puter and richly experience each program. Also,
there is great potential for home learning to be
exceptionally creative, open-ended, informal,
self-motivated, and self-guided.
Unfortunately, this potential probably won't
be realized. Children's home computer-learning
will be blunted by a lack of any plan; by lack of
coordination with a child's physical, emotional,
social, and intellectual development; by a lack of
non-computer learning activities that support the
computer instruction; by improper sequencing of
materials and concepts; and by the gaps in learning
caused by a family's arbitrary purchase of software
packages.
Looking Ahead
If present trends continue, and schools and homes
become islands of computer learning, what will
be the result? What will be the effect of computer
learning on our children? What kind of kids will
we be turning loose in the public schools? How
frustrated will computer-literate kids become
W2 COMPUH! October 1983
when they don't find the same computer resources
at school that are available at home? Will non-
mainstream kids be left behind? And, if so, how
will they ever catch up? (They won't catch up
after they leave school. In the future, the average
workplace - factory or office - will be even more
computerized than the average home.)
If present trends continue, there is the possi-
bility that the effect of computer learning at school
will be minimal. It is Ukely that the effect of com-
puter learning at home will be profound, yet it
may also be profoundly destructive. It is also pos-
sible that the enormous potential of computer
learning at home and at school might never be
realized.
Can we permit this? Are there any alternatives?
Building Bridges
There are alternatives. We can link computing at
home and computing at school. We can build
bridges between these islands of learning. The
bridges will permit a two-way flow of expertise
and resources. The sharing of computers, soft-
ware, and learning strategies can make it possible
to realize the computer's great potential as a learn-
ing tool for children and their entire family.
Ken Komoski'splan for building these bridges
is similar to my own. Ken (in his MlCROgraiii and
elsewhere) stresses "concrete programs and poli-
cies." I emphasize communication. Both elements
are important. What we need, at minimum, is:
1. Commujuty-widcTraiiihi;^. Teachers, par-
ents, and children need to attend common training
sessions to learn how to use computers and how
to evaluate, select, and get the most out of educa-
tional software.
2. Community-wide Access. Parent-teacher
organizations should set up computer cooperatives
to evaluate computer software and hardware sold
by local vendors. Discounts (Ken's idea) should
be offered to parents who buy the computers and
software recommended by the cooperative. Low-
income families in the community should get
special deals: computers and software should be
available for families to lease, lease-purchase, buy
at a discount, or check out from a co-op library.
3. Communication. The co-op should hold
regular public meetings and publish a monthly
newsletter to make all the parents in the commu-
nity aware of the diverse aspects of educational
computing, including:
• Past, present, and planned applications of
computers in the school (by teacher, subject,
and grade).
• Educational applications of computers in
local homes (by manufacturer, name of soft-
ware, subject, age of children).
• Recommendation of the best new educa-
tional software and hardware; results of
evaluations and tests performed at local
schools and by local parents.
• Opportunities for Action: Community Com-
puter Faires, Computer Flea Markets and
Yard Sales, Parents' Brag Nights, involvement
in software and hardware evaluation com-
mittees, donation of used hardware and soft-
ware to the co-op library, etc.
4. Sharing. The co-op needs to set up libraries
of hardware and software.
Families will be buying much more hardware
and software than schools. And they will be going
through it much faster. The co-op should get families
to donate, loan, or sell (at a discount) the old soft-
ware and hardware that their kids have outgrown.
This strategy will create an enormous reservoir of
materials that can be used in the classroom and
by families who otherwise would have no access
to them.
In addition, this strategy will create a Supply
Depot of computer parts, including disk drives,
cables, monitors, computer circuit cards, wires,
plugs, and connectors. Since computer models
change so rapidly, this Depot could become an
invaluable resource for the schools and the com-
munity at large . Having backup computer supplies
will make it possible to keep computers up and
running for longer periods of time. It will make it
possible to put more students on the computers
and allow the students to use a wider variety of
software packages.
What Do You Think?
I am convinced that the most important area in
educational computing will be what is done to
link educational computing in the classroom and
in the home.
What do i/ou think?
I would like to hear your ideas about this
subject. Is it important? Will it become more im-
portant in the future? What are some of the dan-
gers if nothing is done? What are some of the
strategies we can adopt to link computing in the
classroom and the home? What issues haven't I
covered?
Write to me directly:
Fred D'Ignazio
2U7 Carter Road, SW
Roanoke, VA 24015 ©
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Octotier1983 COMPUTE! 143
Merging BASIC Programs
From Commodore Disk
Jim Butterfield, Associate Editor
It's often very useful to be able to merge tzoo programs.
Here, jun Butterfield steps through a disk merger program
tlmt is helpfid also in understanding hoiv programs are
formatted and stored on disk. For all Commodore
machines.
Programs can be merged using a curious technique
with cassette tape - see "BASIC Program Merges:
PET And VIC," COMPUTE!, June 1982, page 158. We
can also do a disk merge in a much more straight-
forward manner.
Disk Advantages
With disk, we can have several files going at the
same time. Thus, we can read two separate pro-
grams and write out the new combination program
as a single activity.
With a disk unit, we can read in programs as if
they were sequential files. This means that we can
manipulate a program as if it were data; for that
matter, we can write a data file which may be later
used as a program. This opens the door to sophisti-
cated activities, such as programs that analyze other
programs, or programs that write programs.
The Merge Program
To show how it's done, and to provide a useful
capability, we'll walk through some simple pro-
gramming which will merge two programs. This
MERGER program will work on all Commodore
disk-based systems: VIG-20, Commodore 64, and
PET/CBM. It's written in BASIC to enable you to
see how everything works.
As we walk through the program lines, we'll
point out special considerafions that we need to
take into account when reading and writing pro-
gram files (as opposed to data files).
First, we identify the program:
144 COMPUni October 1983
100 PRINT "PROGRAM MERGER"
Each of the two input files will have individual
working values. For example, C$ is the line of code
we are working on; N is the line number. Let's make
room:
110 DIM A$(2),B$(2),C${2),N(2)
Let's open the error channel so we can spot
problems:
120 OPEN 15,8,15
Now we'll ask for the name of the first program
to be merged. We'll OPEN the file as a program
(note the ,P for Program), then we'll check for prob-
lems and quit if we see trouble:
130 INPUT "PROGRAM 1";X$
140 OPEN l,a,2,X$+",P,R"
150 INPUT#15,E,E$,E1,E2
160 IF E THEN PRINT E$: CLOSE 15: END
One extra thing to do here. The first two bytes of a
program file contain the program's start address.
We will assume that we won't need this information,
since VIC and 64 programs will relocate automat-
ically, and PET/CBM programs must start at ad-
dress 1025. Finally, we'll grab the first line of the
program by calling subroutine 420 (more on this
when we reach it).
170 GET#1,A$,A$; J=l : GOSUB 420
We're ready to repeat the sequence for program
two. In this case, we'll allow the user to reply "N"
in order to specify that no program two exists. In
such a case, we'll merge program one with nothing,
and just copy program one. But there's a bonus
which we'll discuss later.
180 INPUT "PROGRAM 2 (OR 'N')";X$
190 IF X§="N" THEN N(2)=1E9: GOTO240
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200 OPEN 2,8,3,X?+",P,R"
210 INPUT#15,E,E$,E1,E2
220 IF E THEN PRINT E$ : CLOSE 15: END
230 GET#2,A$,A$: J=2 : GOSUB 420
Now we'll ask for the name of the new, merged
file that we are about to create. We OPEN with "..
,P,W"; in other words, program file in write mode.
240 INPUT "NEW FILE";X$
250 OPEN 8,8,8, "0;"+X$+",P,W"
260 INPUT#15,E,E?,E1,E2
270 IF E THEN PRINT E$ : CLOSE 15: END
You may recall that we threw away the start
addresses from our program input files. Before we
start to write our output file, we must insert a start
address so that the format is correct. VIC and 64
won't care, but PET/CBM needs an address of 1025,
so that's what we'll supply in two bytes:
280 PRINT#8,CHR$(1);CHR5(4);
290 REM COMPARE LINES HERE
The above REMarks line says it all. We have a line
from each program. The line numbers are held in
N(l) and N(2). We wish to take the lowest line
number; if they are the same, we'll take from file
two:
300 x=2
310 IF N(1)<N(2) THEN X=l
When we reach the end of a file, we make the
line number impossibly large. If both line numbers
are way up there, we are finished and can wrap up
our output file:
320 N=N{X):IF N>1E8 GOTO 380
Now we're ready to print the BASIC line from file X
(X is 1 or 2). We'll need to know the format in more
detail. The first two bytes of each line are called a
"forward link." We don't need to work them out
precisely: provided they are not zero bytes, they
will be rebuilt when the program is loaded into the
computer. So we can print a couple of CHR$(l)'s.
The next two bytes are the line number, in
binary. We happen to have this information in
bytes A$(X) and B$(X) - we obtained this in the
subroutine at 420 - and we can just print them.
The line of BASIC follows. That's in C$(X);
and the line must be followed by a binary zero, or
CHR$(0), to terminate it properly. So the whole
line goes:
3 30 PRINT#8 , CHR5 ( 1 ) ; CHR$ ( 1 ) ; A$ (X ) ; B$ (X) ; C
$(X);CHR${0);
Now we want to replace the line we've just
used. We could read from file X with a call to 420
- but wait a moment. If both line numbers are the
same, we want to replace them both. That's what
a merge is about: one line overwriting another
when the numbers match.
340 FOR J=l TO 2
146 COMPUTE! October 1983
350 IF N(J)=N THEN GOSUB 420
360 NEXT J
We've handled the line in question. Let's go back
and do some more.
370 GOTO 300
If we've reached the end - no more input
lines - we terminate the output file with two zero
bytes (a "null" forward hnk) and close down.
380 PRINT#8,CHR$(0)?CHR$(0);
390 CLOSE 1: CLOSE 2: CLOSE 8: CLOSE 15
400 END
410 REM READ LINE OF BASIC
Here comes our subroutine to read from file
number J (J may be 1 or 2). First, we grab the first
two bytes (the "forward link"). We don't need
these, except for one thing: if thev are both zero
bytes, we are at the end of the BASIC program.
Zero bytes arrive in an odd way. You'd think
that the GET statement would receive the equiva-
lent of CHRS(O), a single character containing
zero bits. Nope. Due to an eccentricity of BASIC,
they arrive as a "null string"; no bytes at all. So
that's what we must test for:
420 GET#J,A'5,B$
430 IF A$="" AND B$="" GOTO 540
Now we go for the line number, which we
read into A${J) and BS(]). If they happen to be
null strings, we correct them to CHR$(0). Once
we've done that, we can calculate the value of the
line number and put it into N(J):
440 GET#J,A$(J),B?(J)
450 IF A${J)="" THEN A$ ( J )=CHR$ ( 0 )
460 IF B5(J)="" THEN B? ( J )=CHR$ ( 0 )
470 N(J)= ASC(A$(J))+ ASC(B$(J))*256
We've arrived at the BASIC line text itself.
Let's gather it into a string called CS(J). As we
collect the bytes, we must watch for the zero byte
(or null string, to us) that flags end-of-line:
480 C?(J)=""
490 GET#J,A$
500 IF A$="" GOTO 550
510 C$(J)=C$(J)+A$
520 IF ST=0 AND LEN(C$ ( J ) ) <254 GOTO 490
The above line checks for anomalies. If ST is not
zero, we've reached the end of file, or we're having
trouble with the disk interface. Either way, we
want to warn the user or quit. And if CS(J) is
getting too long, we must be into something that
isn't really a BASIC program, in either case, we'll
drop into a warning statement:
530 PRINT "PROBLEM FILE ";J
If we see the "forward link" of two zeros that
flags end-of-BASIC, we set the line number to a
ridiculously high value:
540 N(J)=1E9
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And in any case, we return to the calling point:
550 RETURN
A Caution
When you type in this program, be sure that lines
330 and 380 end with a semicolon. If you miss
this, you won't get a program; you'll get a mess.
Beginning programmers may not have seen
statements such as GET#J,. . ., where a variable
selects which file will be used. A little thought
will reveal how it works and will possibly open
up new trains of thought on the effective use of
BASIC.
Free Bonus
Programs produced by MERGER will load into
any Commodore machine. As mentioned before,
VIC-20 and Commodore 64 (and the new B series)
will automatically relocate programs to the proper
address. For the PET and CBM, we have supplied
the start address needed by these somewhat less
flexible loaders.
This means that a simple run of MERGER
with one input program file (replying "N" to the
second file name) will convert a program into
PET-Ioadable form.
This is not a wholesale conversion program,
of course. A program may be loadable to another
machine, but still won't run because the POKEs
and PEEKs are incompatible.
Using MERGER
You might like to keep your favorite subroutines
as small programs on disk, and merge them into
other programs as needed. Be sure to keep your
line numbers within compatible ranges so that
the new program lines don't overwrite needed
parts of a program.
Many calculation programs run using DATA
statements. If these statements are saved as a
program file, they can be merged into the calcula-
tion programs as needed, saving a great deal of
retyping.
Perhaps most important of all: a careful reading
of this program will reveal a good deal about how
programs are formatted and stored on disk.
Copyright © W83 }im Butlerfield ©
Use the card in
the back ot this
magazine to order
your COMPUTE! Books
^ic^valc'Jelec^fKmcaUcati^fU
s^!'
oo
ca<^^'
d\a*^
i^^
-Gt.
S">
ss^S'>'-
*" RTC
10610 BAYVIEW (Bayview Plaza)
RICHMOND HILL, ONTARIO, CANADA L4C 3N8
(416)884-4165
C64-LINK
The Smart 64
RTC
Call or write /^
payments
by VISA,
MASTERCARD
or BANK
TRANSFER.
Mailorders
also by
certified
check, etc.
M any more 64s
HI,l|',l|'l^l|lVMI
1 1 1 r I r 1 1 1 1 1 L ! I >
I
iTTTrTTT-TT-mrri
I
^^
I
I
Spooling
to
Printer
Cartridge
Expansion Slot
Switch
Serial
Audio I/O
RF Video Port
© ■
C64-LINK
VL16
(future)
Cartridge
Mother Board
CP/M
POWER
And
PAL®
Other
Cartridges
IEEE Dtslcs
(2031) (4040)
(8050) (8250)
(9090)
IEEE Printers
(4022X8023)
(8300)
etc.
1541 Drive
And
1525 Printer
or 1515 Printer
lEEEtoParallel
Interface '
Parallel
Devices
IEEE to Serial
Interface
True Serial
Devices
or VL3 Cable
to Parallel
Printer
or
VL4
Cable 1
to
Standard \
Mod
em
Give These Expanded ^^1^
Capabilities To Your 64 ^
•k The ability to transfer data from any type of device to another (IEEE, Serial,
Parallel)
•k BASIC 4.0 which allows you to run more PET BASIC programs and gives you
extended disit and I/O commands.
•k The ability to have several 648 on line together - sharing common IEEE
devices such as disks or printers with Spooling Capablllt/.
■*■ Built-in machine language monitor
ir A built-in terminal or modem program which allows the system to communi-
cate through a modem to many bulletin board systems and other computer
mainframes.
■*• Compatibility with CP/M.
Contact your local Commodore Dealer or RTC.
Copyrights and Trademarks
CS4 is a copyright of Commodore Business tvlachlnes,
Inc. C64-LINt< is a copyright ot Richvale Tele-
communications. CPIM is a registered trademarl< of
Digital Research. POWER is a trademark of Pro-
fessional Software. PAL is a copyright o' Brad
Templeton.
REVIEWS
Jumpman
James Trunzo
Creating a good first impression
isn't the easiest thing in the
world, especially if the audience
is made up of experts. An even
more difficult task is to sustain
or improve upon that good im-
pression over a period of time.
]iinipmau succeeds in both cases.
In the face of cynical com-
ments like "It's probably just
like the rest of the climbing-motif
games," jiniipman easily con-
quers that skepticism and estab-
lishes itself as a software classic.
No true arcade-game fan who
takes joystick in hand and begins
to manipulate junipiimii around
the screen will be able to walk
away without adding this prod-
uct to his Atari, Commodore 64,
or Apple collection.
It's tempting to compare
jumpman to the much more
widely ballyhooed Miner 2049er.
The comparison would be unfair.
Jumpman is much, much more.
The basic premise is simple: you
are the Jumpman, a superhero
whose great leaping ability is
needed to thwart the dastardly
efforts of the Alienators, The
Alienators have infiltrated the 30
levels of Jupiter headquarters
and booby-trapped every floor
with bombs. Utilizing your
jumping abilities, you must de-
fuse all the bombs on each level
and save command headquar-
ters. It all sounds rather simple
and clear-cut. Not so.
30 Levels, 5 Variations
As hinted, Jumpman comes with
30 game levels, each one unique.
The 30 levels are divided into
150 COMPUTE! October 1963
three difficulty levels with five
game variations in all. The three
difficulty levels consist of a be-
ginner's level, made up of eight
"easy" floors; an intermediate
level, consisting of ten moder-
ately difficult floors; and the
advanced level, containing
twelve very complex floors. The
other two game variations are
Grand Loop, which lets you
play all 30 levels consecutively,
and Randomizer, which allows
you to play a random selection
of all levels.
It is this variation that makes
jumpman the excellent game that
it is. Each level presents a differ-
ent type of problem. Some are
out-and-out hand-eye coordina-
tion tests, requiring excellent
reflexes and quick thinking.
Others, however, demand that
the player call upon cleverness
and imagination in addition to
joystick gamemanship. For ex-
ample. Hot Foot, one of the ten
levels in the intermediate game,
is impossible to complete unless
you discover the correct se-
quence to defuse the bombs.
In the Atari version, re-
viewed here, the game begins
with a full-blown title page, com-
plete with delightful animation,
excellent music, a game demo
and, if you have played before, a
review of previous high scores.
Pressing SELECT starts your
game.
You are first asked to select
a game variation and difficulty
level by using the OPTION key.
Next, after pressing START, you
indicate how many players, from
one to four. Once the pre-
liminaries are out of the way,
the contest begins.
The first level scrolls down
from the top, accompanied by
the title of that particular screen.
The title is then replaced by a
variety of information: the
number of the current player,
the difficulty level, the number
of remaining jumpmen (shown
by small renditions of Jumpman
lined up eager to get into action),
the player's current score, and
the player's remaining bonus
points.
Once the screen has settled
into place and the necessary
information is displayed, one of
the seven Jumpmen allotted at
the beginning of each game ap-
pears somewhere on the screen.
What else appears depends on
the level being played. It always
is an arrangement of girders, but
it might be accompanied by up-
ropes, ladders (stationary or
moving), and/or floating
elevators. The riumber of combi-
nations is amazing, and the con-
figuration of the girders is always
unique.
Off And Jumping
During play, Jumpman scurries
about the structures on the
screen with astonishing anima-
tion as he attempts to overcome
obvious obstacles and copes
with other hazards such as
speeding bullets which come out
of nowhere, floating blocks that
home in and fire at him like a
cannonshot, and swooping bats.
Jumpman is moved by
pushing the joystick in the direc-
tion you wish him to travel. Make
him jump by pressing the fire
button and pushing the joystick
THERE^ A COMPUTER BORN EVERT MINUTE...
GIVE IT A HOME.
For $89>95 with the CS-1532 you can house your computer,
peripherals, and accessories without spending a fortune.
For those with a large computer familY the CS-2748 gives you all the room you
need for your computer, monitor, printer, peripherals, software, etc, at a price
that's hard to IjeUeve: S299.3S.
The CS-1632 computer storage
cabinets compact yet functional
design Dts almost anywhere
while housing your computer
monitor, joysticks, software,
books and peripherals all for
only $89.95,
The slide oat shelf puts the
computer at the right heigh! and
position for easy comfortable
operation.
The fold up locking door keeps
unwanted fingers ofTthe key
board when not in use.
To store joysticks just turn them
upside down and slide them into
the inverted storage rack.
Twist tabs on the back of center
panel allow for neat concealed
grouping of wires, while power
packs rest hidden behind center
panel on shelf.
The slide out software tray
has room for 14 cartridges or
cassettes and up to 30 diskettes.
Most brands of software will fit
between the adjustable parti-
tions with a convenient hook for
the spare key at rear.
Stand fits Atari 400 & 800,
Commodore 64 & VIC 20.
Ti99/4AandTRS-80.
Cabinet dimensions overall 36"
high X 33-7/8" wide x 16" deep.
To order CS- 1632 send $89.95 to: To order CS-2748 send $299.95 to:
HVTHj
P.O. Box 446
West Lynii, OR 97068
For Fast Phone Orders Call ToU Free 1-800-547-3100
Inside Oregon CaU (503) 63S-6667
Name
Address _
City
Quantity,
.State .
.CS-1632
Quantity-
_Zip .
. CS-2748
□ Golden Oak Finish Q Natural walnut finish
r~| My personal check, cashiers check or money order is enclosed.
□ Bill my VISA # Exp. Date
□ Bill my MasterCard #
□ Please include freight charge on my VISA or MasterCard.
Card Holders Signature
_Exp. Date
HVTEC
Immediate shipment if in slock. Ifnot.alkiw 3-4 weeks for delivery. Ifpersonaldieck is seni allow additional
2 weeks. CS 1632 ships UPS freight collect fiom Oregon. CS.274a ships by tiuck fm^t coBecl ftoin Oregon,
Pnccs subject to change. Shipment subject to avaiiability.
Both the CS- 1632 atvii CS-274S ship unassonbled in two cartons, Assemblv nrqu:res on]y a screwdriver.
hammei, and a few minutes orvour time.
Choree in simulated woodgrain of wann golden oak or rich natural walnut finish.
The two slide-out shelves put
the keyboard at the proper oper-
ating height while allowing easy
access to the disk drives.
The bronze tempered glass door
protecting the keyboard and
disk drives simply lifts up and
slides back out of the way during
use.
Twist tabs on the back of the
center panel aUow for neat con-
cealed grouping of wires while
a convenient storage shelf for
books or other items lies below.
The printer sits behind a fold
down door that provides a work
surface for papers or books
while using the keyboard. The
lift up top allows easy access
to the top and rear of the printer.
A slot in the printer shelf allows
for center as well as rear
feed printers.
Behind the lower door are
a top shelf for paper, feeding the
printer, and a bottom shelf to
receive printer copy as well
as additional storage.
Stand fits same computers
as the CS- 1632 as well as the
Apple I and II, IBM-PC. Franklin
and many others.
The cabinet dimensions overall:
39-1/2" high X 49" wide
X 27" deep.
Keyboard shelf 20" deep x 26"
wide. Disk drive shelf 15-34"
deep X 26" wide. Top shelf for
monitor 17" deep x 27" wide.
Printer shelf 22" deep x 19" wide.
in the direction you want him to
jump. Be forewarned: keep the
joystick pushed in the given
direction until the jump is com-
pleted. Otherwise, you may
very well see Jumpman clinging
desperately to the lip of a girder,
legs kicking and arms flailing,
only to fall to his demise.
Scores are achieved in a
number of ways: by defusing
bombs, killing creatures, discov-
ering and defusing hidden
bombs in the puzzle levels, and
by completing levels. Also,
points are awarded for any
Jumpmen remaining at the end
of the game. Also, bonus scoring
can really add to your score.
Each screen begins with a bonus
score total of 1500. Every few
seconds, 100 points are de-
ducted. Any bonus points re-
maining at the completion of a
screen are added to the total
points score. Obviously, the
quicker Jumpman defuses all the
bombs on a given level, the more
bonus points will be added to
the grand total.
Jumpman comes with the
several additional options. First,
you have the option to change
Jumpman's speed. Simply press
the appropriate number on the
keyboard, from 1 to 8, anytime
during play. A medium speed is
selected by default if you make
no selection. Changing the speed
of Jumpman changes your strat-
egy. Jumpman is a little more
difficult to control at high
speeds.
High Scores Recorded
A vanity board allows players to
record high scores. A High Score
screen appears at the end of any
game in which a player qualifies.
He or she may enter via joystick
up to three initials next to the
score achieved. All information
is then automatically saved to
disk. In addition, a letter will
appear to the right of the score
indicating at what level the score
was achieved. For example, a
letter B will appear by the score
if it was accomplished while
152 COMPUni October 1983
playing at the beginner's level.
High scores can also be cleared,
assuming no write-protect tab
was placed on the disk, by simply
pressing the CLEAR key while
the game is initially loading into
memory.
All in all, Jimtpman is a fine
game. There are excellent hi-res
graphics, intricate animation
(wait until you see Jumpman
scurry up or down a rope), and
enjoyable but unobtrusive circus-
like music that plays at the end
of each level. These and other
nice touches reveal the degree of
attention the writers paid to
small details and put Jumpman
head and shoulders above most
other games, climbing games in
particular.
Epyx, better known for its
adventure games (especially the
Dungeonquest series), has
created what should become an
arcade classic,
lumpman
Epyx
Automatic Simulations, Inc.
Simnyvak, CA 94086
Retail price: $39.95 ©
Synthy 64
Richard Mansfield, Senior Editor
Music can be a complicated af-
fair - you've got pitch, rhythm,
tone, and duration/loudness
factors to cope with for each
musical moment. When you're
digitalizing music (playing it from
a computer), you've added to
the complexity because you've
got to program lots of numbers.
The 64 has many built-in facilities
for programming expressive,
subtle music, but there's a price:
the programmer must specify a
good deal about each note.
Synthy 64 is an excellent
solution to this dilemma. It al-
lows you full access to the 64's
extraordinary sound capabilities,
but it greatly simplifies the pro-
gramming for you. You can avoid
Sirius Is
GIVING AWAY
Over
$35,000.00
In
VIDEOGAMES!!!
You Can Win A Sirius Game
OF YOUR CHOICE!
Correctly answer the questions
belovv to qualify for the
FREE GAME DRAWING.
Enter all of the
Grud Quizzes and qualify for
all 20 drawings !
GRUD QUIZ #7:
GRUDS IN SPACE
1. Where was the gun?
2. What do you give the Butler?
3. What are the three objects Lord
Deebo gives you?
4. What are the Navigational and
Teleport coordinates to Earth?
TO ENTER:
Jusi send a postcard or 3 x 5 piece of
paper to Sirius containing the following
mformation:
1. Your name and address
2. The Grud Quiz number and your four
answers
RULES:
1. All entries must be handwritten and
individually mailed.
2. All entries must be postmarked by
midnight, February 29. 1934.
3. Only one prize per person per quiz is
permitted.
1.000 WINNERS!
If ALL of your answ;ers are correct you
will qualify for that Grud Quiz drawing.
50 winners per quiz wEl be randomly
chosen and notified by mail on or before
March 31, 1984. Each winner will
receive a complete Sirius catalogue
listing from which they can select the
game or games of their choice.
LOOK FOR MOEtE GRUD QUIZZES in
the Oct.. Nov.. and Dec. issues of your
favorite computer magazines or at
participating software retailers.
ALL CONTESTANTS WILL RECEIVE A
FREE FULL COLOR SIRIUS COMIC
CATALOGUE
<>irius
Sirius Software, Inc.
10364 Rockingham Drive
Sacramento. CA 95B27
IVOtD WKERE PRCUIBITED BY LAW)
Sirius
For more information contact
your local Sirius dealer or
contact Sirius directly at 10364
Rockingham Drive, Sacramento
CA 95827 (916) 366-1195.
Game design by Ch jck Sommefvifle and Joe
Oudar Pacltagc. program and audio visual <^
19B3 Sitius All Tight reserved
Sirijs and Grwd* In Space are irademafks of
SiNus SollwaiC!. line Atari 800 and 1200 are
iradem^arks of Aiari. fnc Commodore 6*1 is a
tr^demarit ol CommoaoFe Business Machines.
Ire Apple 11,11- and We are UademarH.s ot Appli
Computet, Jnc IBM-PC is a Kademark of
ilniemaTianal Busm&ss Machines. Inc.
Atari 800 & 1200 Disk
IBM-PC Disk
Apple II, 11+ &lle
Commodore 64 Disk
massive amounts of mysterious
POKES or DATA statements,
just as BASIC makes pro-
gramming easier because you.
work with English words, Synthy
64 makes music programming
much more understandable.
You work with the notes as they
would apply to a piano, rather
than with frequency numbers.
You indicate a C in the third
octave as C3, not as 1097.
This example, however,
only touches on the efficiency
with which you can enter com-
plex music via Synthy 64. Because
it is a language, like BASIC, you
can make Synthy 64 perform
complicated tasks with relative
ease. In fact, you program it
very much the way you program
BASIC: fine numbers, LIST,
RUN, SAVE, INPUT, error mes-
sages, and other BASIC-like com-
mands all work the way you're
familiar with. And all the music-
specific commands are straight-
forward and easy to use. Voices,
portamento, filtering, tempo,
and envelope are simple to pro-
gram, and even conveniences
such as REPEAT a phrase and
synchronizing are provided for
in the Synthy 64 language.
To give you an idea, here's
one of the early examples from
the software's documentation:
1 RUN
10 T120
20 C5/4 D E F G A6 B C
30 END
This will play a scale from
the fifth octave C (C5) using quar-
ter notes (/4). The octaves start
with A, so you must put the /6
in, but only when changing to a
new octave. Line 10 tells the
computer how many quarter
notes to play per minute. If
you don't set a tempo, the default
is 100.
All of Synthy 64 is similarly
well thought out and easy to
learn and use. Even esoterica
such as ring modulation and
special bandwidth filtering be-
come both comprehensible and
usable. A 41 -page booklet and
15J COMPUn! October 19B3
three sample compositions
round out the package. If you've
been frustrated because you
know your 64 has a lot of music
inside it, but you've been unable
to get at it - this might well be
the tool you've been waiting for.
Synthy 64
Abacus Software
P.O. Box 7211
Grand Rapids, MI 49510
$35 (tape), $38 (disk) ©
VICFORTH From
Human Engineered Software
Peter Busby
VICFORTH is an excellent
cassette-based implementation
of the Forth language for the
Commodore VIC-20. Included in
the sturdy 8K cartridge are such
features as standard 16-Iine, 64-
character-wide editing screens,
many new Forth words (com-
mands) that take advantage of
the VIC-20 capabilities, ingeni-
ous automatic compensation for
memory expansion and, best of
all, the power to redefine funda-
mental Forth words.
A minor objection to VIC-
FORTH - it cannot directly access
the 3K memory expansion mod-
ule. (Neither can BASIC when
simultaneously expanded up-
ward.) But without resorting to
machine language. Forth can
easily be persuaded to use the
lower 3K RAM module for tables
or even, with care, for dictionary
space. This language is so flexible
that it often presents several
solutions to a problem.
Special Commands
On power-up or reset, VIC-
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• Programmer's dream— Game
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• Boosts VIC
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• 4 expansion slots
with switches for in-
stant cartridge selection-
faster than a disk,
• Accepts any cartridge
designed for the VIC 20».
• System Reset Button.
• Plugs directly into your VIC 20*.
• 8 memory control switches — easy to
configure in 8K banks for custom
applications.
• Factory tested— one year limited warranty.
VOICE WORLD
13055 V:a Espena
Dei Mar. CA 92014
(619)481-7390
• Start address selection at 2000,
4000, 6000, AOOO HEX.
• ROM mode switches ior
memory write protec-
tion and PROM,
EPROM
emulation.
• Memory
banks
hold pro-
grams/data
even when de-
selected.
Gold-plated connectors/
switch contacts for high reliability.
• Fused to protect your VIC 20,"
TO ORDER:
Send check or money order. Add 3.00
shipping and handling. California
residents add 6% sales tax. COD
DEALER INQUIRIES INVITED
VIC 20 is a registered trademark of Commodore Business Machines, INC.
FORTH signs on with a cyan
display and green border, indi-
cating the normal operating en-
vironment in which programs
are run, words executed and
perhaps defined, and peripher-
als interfaced. Five special words
control the tape cassette: WRITE/
WRITES saves screens to tape,
READ/READS loads screens
from tape and LOADS loads and
compiles screen 1 from consecu-
tive blocks on tape, maximizing
RAM usage with the cassette as
virtual memory.
Entering 1 EDIT shifts the
format to the EDITOR vocabu-
lary, displaying screen 1 on the
top 16 lines with a six-line work-
space below, all with a white
background. The editor includes
many commands for finding,
moving and eliminating blocks
of material on the screens. Seven
commands are programmed to
the function keys, and the cursor
controls are revectored to the 64-
character-wide screen which
scrolls horizontally.
Pressing INSERT changes
the border to yellow and places
the editor in direct screen func-
tion, in which the material is
normally written to the screen.
RETURN then leaves the INSERT
mode, and STOP/RESTORE re-
turns to the reset environment.
This raises a second objection:
the first key entered after reset is
usually flagged an error. The
habit quickly forms of pressing
RETURN after reset, which
causes the VICFORTH prompt
to be displayed, "OK".
Limitations And
Enhancements
Error codes conform to the Forth
Interest Group's specifications.
The 12 errors are indicated by
an arrow and a number, cross-
referenced to the instruction
manual. Full error messages
could be displayed at the cost of
some memory, as shown in the
manual, since MESSAGE is one
of 13 vectored words provided.
Vectoring allows the user to
easily change VICFORTH's I/O
Get Omni quality
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port interfacing to recognize, for
instance, a new printer config-
uration at the user port.
pther standard fig-Forth
definitions missing here are 20
disk-handling words and a few
redundant or virtually defunct
words. An experienced pro-
grammer, with the fig-Forth
installation manual in hand,
could revector VICFORTH to
handle disks. Also, the monitor
is missing, but by dropping the
memory limit variable EM ap-
propriately and calling the VIC-
20 Kernal machine language
LOAD, a monitor such as Micro-
mon may be installed. A new
word DUMP displays the con-
tents of a range of memory in
four-byte lines.
Indeed, any machine lan-
guage program, the Kernal
(Commodore's set of subroutines
called from a table), and even
the BASIC subroutines in ROM
are easily accessed with the word
SYS, which has an enormous
advantage over BASIC'S SYS;
the parameters for the ac-
cumulator, X and Y registers,
and the carry flag can be passed
back and forth (so to speak) -
invaluable, as Forth often becomes
very primitive in its operations.
About 50 words are added
to fig-Forth, and many others
are defined in the manual to
access the VIC-20's features,
including words for color and
sound control, several predefined
Kernal routines, and printer and
user-port commands.
A third objection to Tom
Zimmer's VICFORTH is the loss
of Commodore's screen editor
from the operating environment.
With the VIC'S BASIC editor,
normally when RETURN is
pressed the interpreter accepts
what is on the display - what
you see is what you get. In VIC-
FORTH the sequence of keys
pressed is acted upon regardless
of the display: it is not possible
to cursor into a previous line,
correct or add to it and press
RETUEiN to reexecute that line.
This is partially compensated for
156 COMPUTC! October 1983
by using the editing screens for
defining and running proce-
dures, but it seems a shame to
lose that powerful interactive
editor.
What about that favorite
VIC-20 feature, programmable
characters? As it happens, the
editing screens almost coincide
with the internal RAM required
for redefining display characters.
With straightforward manipula-
tion, for instance, by moving the
dictionary pointer the requisite
amount (e.g., $1800 DP ! ) and,
after compilation from the
screens is complete, using the
Kernal to load directly into that
space, Greek, Katakana, or what-
ever characters desired may be
made to appear.
Documentation
Finally, the manual: HES pro-
vides exceptional documenta-
tion. The 80-page instruction
book ~ though not a beginner's
handbook - has enough examples
and detail in it to clarify much
of VICFORTH. An example of
the breadth of this concept is
the eight pages devoted to ad-
justments to the recommended
Starting Forth, from the Forth
Interest Group, upgrading that
tutorial manual to the VIC-
FORTH version. A slight irrita-
tion is the use of £ for the symbol
# throughout; otherwise the
manual does seem to be error-
free and complete.
Forth is a fast - very fast -
compact, interactive, flexible
language, though more arcane
than BASIC, perhaps, and in-
cluding less simple string ma-
nipulation. When for the sake of
speed or complexity it is neces-
sary to program closer to the
level of machine language,
Forth's power becomes decisive.
This cartridge from Human En-
gineered Software is by far
the most exciting "peripheral"
for my computer. VICFORTH
could become the center of pro-
gramming action on your VIC-20.
VICFORTH
by Tom Zimmer
Human Engineered Software
71 Park Ijtne
Brisbane, CA 94005
$59.95 ©
Flower Power Math Fun
Tony Roberts, Assistant Managing Editor
Flower Power Math Fun is an at-
tractive, challenging math drill
game that adapts itself to the
abilities of the player.
The program includes exer-
cises with whole numbers, frac-
tions, and decimals, and it allows
the player to choose addition,
subtraction, multiplication, or
division problems. A decimal-
fractton conversion exercise is
also included. The range of the
game makes it effective for a
child just learning math con-
cepts, and challenging to an
adult wishing to refine his ability
to solve problems in his head.
The program automatically
keeps track of each user's prog-
ress, with room for about 100
Flower I'owcr Math luii.
files on the disk, giving it added
value in a classroom situation.
Planting The Garden
Each time a student runs the
program, he is asked for his
name. Let's say James is playing
the game. After he types his
name, the program searches the
disk to see if any information
HEATH/ \
ZENITH Z-ltJO™
SUPERBRAIN™
CP/M DISKS
DISKETTES
DYNACOMP
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BUDGET MODEL ANALYZER (ATARI)
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(ATARI/IBM)
OPTIONS ANALYSIS (TRS/OSB/ APPLE)
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BUSINESS
FINANCIAL MANAGEMENT „..„„,
(NORTH STAR) S149-95
MAIL MASTER (ATARI) f 39.95
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DATA RETRIEVAL SYSTEM (ATARl/CPM) S 29.95
OPTIMAC (TRS/APPLE) * «.95
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EDUCATION
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THESE ARE ONLY A FEW OF THE HUNDREDS OF PROGRAMS
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about James is available. If so,
the screen will ask, "Are you the
same James who played before?"
If the answer is yes, the computer
recalls the information about
James's past experiences with
Flower Power Math Fun. If this
particular James hadn't played
before, the computer would ask
him to select a unique name for
purposes of the program.
Perhaps Jim, or James D.
Then it's time to choose the
type of problems to solve, and
the game begins. The object is to
fill the garden at the bottom of
the screen with flowers by an-
swering math problems cor-
rectly. A flower sprouts if the
answer is correct. If the answer
is wrong, a weed shoots up, and
the student is given two more
chances to answer correctly. If
the correct answer is supplied,
the weed is replaced by a flower
and the game continues. If each
of the three tries is incorrect, the
weed remains in the garden.
There is room in the garden
for ten plants - flowers or weeds.
Once the garden is full, the exer-
cise is over, and the student is
given the option of playing
again.
Keeping Track Of Skill
Levels
The first time each of the 13
games is played, the computer
sets the skill level at 1.0. If prob-
lems are solved quickly and cor-
rectly, the skill level is increased
and the problems become more
difficult. When a student an-
swers incorrectly, the skill level
decreases. Through this method,
the program keeps a student of
any level working at the edge of
his capabilities.
The program also awards
points for correct answers, based
on the fime it takes to provide
the right answer. Nothing is
subtracted for a wrong answer,
and nothing is added for an an-
swer that is too long in coming.
At the end of each session,
the student's skill level and score
are saved on disk. The next time
158 COMPl/TE! October 1983
he plays, he'll be able to pick up
where he left off.
The program requires pre-
cise answers. For example, if a
fraction addition exercise had
produced the problem %-H%,
the computer would not accept
an answer of %. The program
would prompt the player: "Re-
duce your fraction."
Unemotional Graphics
Flower Power Math Fun is not an
arcade game. Aside from the
garden, with its colorful flowers
and green weeds, a sun, and a
couple of birds in the sky,
nothing flashy has been de-
signed into the program . Offi-
cials at Softwave Productions
use the word "unemofional" to
describe Flower Power Math Fun's
graphics. "It's enough to keep
them interested, but not enough
to distract them."
There is no music, and there
are no explosions to disturb
others in a classroom. The only
sound produced by the program
is a series of notes which slide
up on a right answer, down on a
wrong answer.
A session with the program
could last as long as time permits.
If several students hope to have
their chance to play, a student
could complete one exercise in
about five minutes.
The instructions that come
with the program are sparse, but
little guidance is needed. A re-
port program included with the
game allows a teacher to review
the progress of each student
either on screen or via a printout.
The information available to the
teacher includes the student's
name, skill level, and high score
for each of the 13 exercises. In
addition, the report program can
be used to erase one or all records
from the disk.
A Challenge For All
The package describes the game
as fun for ages 5-15. A five-year-
old would be able to handle
many of the problems at lower
skill levels, and the higher levels
can present a challenge to older
players, even those far past the
age of 15. The problems at the
higher levels of the whole
number addifion exercise, for
example, have you adding 8-
and 9-digit numbers without
using pencil and paper.
Using Flower Power Math
Fun regularly, for even just a
short time, would sharpen al-
most anyone's ability to solve
math problems mentally. This is
not the kind of game that will
keep kids riveted tothe keyboard
during all their after-school
hours, but it can satisfy and chal-
lenge computer-loving kids in
the more sedate setting of a
schoolroom.
Flower Power Math Fun is
available for the Commodore 64
and Apple 11 computers.
Flower Power Math Fun
Softwave Productions
156 Drakes Lane
Summerloivn, TN 38483
(615)964-3573
$39.95 ©
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Relief From Expensive
Software Blahs.
For Commodore VIC 20®
Temple of Apshai $24 (T)
A.E $24 (CT)
Seafox $24 (CT)
Skyblazer $24 (CT)
3-Pac Special $30 |CT)
'Teiraguard/Black Hole/
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HomeAcct $45 (D(
Piacticalc $26 (T)
$29 (D)
Quick Brown Fox $45
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For Commodore 64®
Choplifter $27 (CT)
Seafox $24 (CT)
Practicalc $33 (T)
Practicalc $36 (D)
Protector $21 (D&T)
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Money Manager £15 (D)
For Atari® Home Computers
Target Practice $10 (D&T)
Spider Quaker $10 (D&T)
Rosens Brigade $10 (D&T)
Sea Bandit $10 (D&T)
(D&Tl
(D&T)
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Hardware, Too!
Alphacom 40 Color Printer . . ,
VIC/Com 64/ Atari Cable
RANA Atari Disk Drive
(CT)
(D)
(D&T)
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$329
BMC MONITORS
12" Green $77
13 " Color Comp $280
USI 12" Amber $149
KOALAPAD
For Apple $75
For Atari $60
For Com 64 $60
For IBM $75
CARDCO
3SlotVIC $26
6 Slot VIC $65
16KV1C $52
Cass Interface/VIC $26
Printer Interface/ VIC &
Com 64 $52
5SlotCom64 $43
WICG
Boss $12
Batstick $17
Redball $18
Finally, Books.
Com 64 Reference Guide $14
VIC 20 Reference Guide $12
Elem.Com64 $10
Book of Atari Software $12
Basic Exercises/ Atari $9
CODES: (T) = Tape (CT) = Cartridge
(D) = Disc
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Software."
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after 30 days from shipping date. Manufacluiers warranty applies. Prices reflect a cash discount, VISA/Mastercard add 3%,
Craftsmen Need Precision Tools . • .
Programmers! Demand Precision Software!
BASIC XL has mice the speed and twice
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BE MORE PRODUCriVE by using
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San Jose, CA 95129 ■ (408) 446-3099
Mothership For Timex/Sinclair
Derek Stubbs
Mothership is a fast and engaging
space game for the Timex/Sinclair
1000 with 16K RAM. It has sev-
eral features which make it
unique.
You are the pilot of a Star-
light fighter flying in a long can-
yon (called a Zarway), reminis-
cent of the last battle scene in
Star Wars. The fast-moving
graphics help to create this
illusion.
Out in space, at the end of
the canyon, is the giant mother-
ship which launches waves of
drone fighters along the Zarway
toward you. You can evade them
or blast them with your laser,
but you must be careful not to
crash into the sidewalls of the
Zarway.
The object of the game is to
destroy the Mothership, which
can evade your lasers and will
fire back if you get too close. The
game has three levels - and can
be played by one or two players.
Though Mothership is very
difficult, the controls make it
easier to play. You use groups of
keys rather than single keys to
move your fighter or fire your
laser. This makes the game seem
like an arcade game where you
concentrate on the screen and
just "feel" the controls. For ex-
ample, the bottom line of keys is
the fire button. You can use your
thumb to tap this line at the right
time while your other fingers
guide your fighter.
This package, from Soft-
sync, is presented well. The fast
and realistic graphics and the
easy controls make it one of the
best Timex/Sinclair 1000 space-
war games I have seen. It is
comparable to the excellent
game Winged Avenger from
Savage Software.
Depending on the difficulty
level chosen, anyone over the
age of five can spend many hours
162 COMPUrtl OctobefW83
playing and enjoying Mothership.
Mothership
Softsync
P.O^Box480
Murray Hill Station
New Yoric, NY 10156
$16.95 phis $1 .50 shipping and
handling ©
Guide your ship up and down the center
alley and fend off the aliens in Turmoil.
Turmoil For VIC,
64, And Atari
Tony Roberts, Assistant Managing Editor
For quick-draw joystick artists
and connoisseurs of shoot-and-
run videogames, Turmoil (Sirius
Software) may be the fulfillment
of your dreams.
The game, which is available
on disk for the Commodore 64
and on cartridge for the VIC-20
and Atari computers, is guaran-
teed to leave you with cramps in
your joystick hand, and may
temporarily short-circuit your
ability to concentrate under
pressure.
Turmoil was designed by
MarkTurmell, who is respon-
sible for several other successful
Sirius Software games, including
Fast Eddie, Beer Run, and Free
Fall.
The object of the game is
familiar: destroy the aliens before
they destroy you. The complica-
tions include five alien ships,
ghost ships, arrows, and prizes
that turn into supersonic can-
nonballs if you fail to collect
them.
Attacking The Aliens
Imagine your screen divided
into seven horizontal traffic lanes
which the aliens use to traverse
your monitor. Down the center
is a vertical lane, in which your
ship flies.
Fly your ship up and down
the center alley and blast those
aliens. They'll be on you quickly,
so keep your thumb on the fire
button. Each alien ship moves
back and forth at a different pace,
and the faster the ship moves,
the more points it is worth.
In the first of the game's
nine levels, things will be rela-
tively simple. Zip up and shoot
left, zip down and shoot right.
Repeat. Repeat. Repeat. Watch
the score soar.
Toss In A Few Curves
Before you have a chance to get
bored with your success at shoot-
ing everything that moves, you'll
be overrun with problems and
wondering how you can save
your skin.
Mixed in with the alien ves-
sels will be a few arrows. If you
fail to wipe out the arrows on
their first pass across the screen,
a metamorphosis occurs, and
you have to cope with a tank -
and a heavily armed one at that.
Shooting a tank head-on won't
destroy it, but it does knock it
back a bit. To defeat a tank, let it
pass and blast it from behind.
The Prize Eye
Occasionally youTl see some-
thing that looks like a flashing
eye at the end of one of the aliens'
traffic lanes. This is a prize, and
it's worth your while to pick it
up quickly.
Under normal circumstances,
you'll remain in the center alley,
flying up and down. However,
when a prize is visible, you'll be
allowed to fly down the traffic
lane to pick it up.
If you fail to claim the prize,
it mutates into a supersonic can-
nonball and behaves much like a
pong-game ball that's gone hay-
wire. It bounces back and forth
so fast that getting a clean shot
at it is nearly impossible. With a
supersonic cannonball on the
loose, it's usually just a matter of
seconds before your ship has
been hit and you're calling in the
reserves.
If you can claim your prize,
return quickly to the center alley,
or you'll be smashed by an inde-
structible ghost ship.
Aliens, More And Faster
You begin the game with five
ships, one in play and four in
reserve. Wipe out all the aliens
before they wipe you out, and
you'll automatically move to the
next level and receive a bonus
ship to add to your reserves, up
to a maximum of six.
As you advance to higher
levels, the play becomes faster,
and the aliens become more
numerous. As an added treat,
after you reach level four, the
alien traffic lanes occasionally
become invisible.
If the aliens get the best of
you, as they are bound to, press
the fire button to start a new
game beginning at the level on
which you started. It is possible
to start at a higher level, or to
change levels during the game,
by pressing the f5 key on Com-
modore machines or the SELECT
key on the Atari.
Tunnoil is an appropriate
name for this game. There are
no patterns to memorize or com-
plicated strategies (;o develop.
Building a hefty point total de-
pends solely on your ability to
survive amid chaos.
Turmoil
Sirius Software, Inc.
10364 Rockiiigbmi! Drive
Sacramento, CA 95S27
(916)366-1195
Atari carlrid<^e. Commodore 64 disk,
$34.95
VlC-20 cartridge, $34.95 ©
EDUCATORS PREFER GROUP
LEARNING WITH EDUPRO SOFTWARE
Here's what educators say about Edupro's
multi-user software:
"/ have one microcomputer in my classroom.
Witti Microgroup programs, more ctiildren tiave
a chance to use it eaclj day. " T G., Dallas
"Sometimes ctiildren compete for tlie t)ighd5t
score. Other times tliey cooperate to 'beat the
clock '. The slower ones learn from the faster
ones. No one gets stuck. " C. R. Cupertino
"The h/iicrograup programs offer the kids a
iot of variety. My kids use the Storybook Theme
programs. Each program has four learning
games, it's easy for the kids to switch back
and forth." K. G., Minneapolis
"/ tike the idea of easy arid hard problems in
the same program. Children of different ages or
ability levels can work together "
L,W., Tallahassee
Group learning really works.
After the Edupro Microgroup 4-player and 8-
player programs were introduced early in 1983.
educators soon confirmed three advantages:
Efficiency. By allowing several children to use
one microcomputer simultaneously the Micro-
group programs increase each child's lime spent
in computer-aided learning.
Effectiveness. Children learn effectively in
groups. Older and more advanced students test
their understanding by helping those who are
slower Group learning stimulates divergent
thinking. And it teaches the importance of worth-
ing together for a common goal.
Equity. Children differ in the learning situations
they prefer Research shows that differences
in gender age, and culture underiie learning
preferences. The Microgroup programs can be
used by groups of varying sizes— even by a
child alone.
Now available for Apple® Computers.
Two-player versions of many Edupro Atari-
programs are now available for the Apple, with
your choice of user-selected keyboard or joystick
control. Other new programs available from
Edupro are:
BASIC-Play. This is the most enjoyable com-
puter literacy tool your students can use. Short
BASIC programs are presented as completion
problems in Edupro's familiar WORD-DRAW
format. After students have filled in the miss-
ing elements of a program, it runs, delighting
them with sound, graphics, puzzles, etc. Stu-
dents can also change variables and observe
different outcomes.
Don't worry if your students seem to be
having fun. BASlC-Play is teactiing them the
essentials of Atari or Applesoft BASIC.
Oklahoma Run. The year is 1889. Your stu-
dents are poised at the frontier of the Oklahoma
Territory When the run begins, each player
stakes out a homestead. Ah, but no two home-
steads are the same. Given location, soil, water,
costs of supplies, and market prices, what
should a player raise? What about drilling for oil?
Will it be boom or bust?
This multi-user simulation helps students
understand the interrelated nature of land use
decisions. Screen graphics include aerial views
of the homesteads.
First Base (a single-user program). Children
are collectors. They collect stamps, coins, base-
ball cards, and more. Children need a database
management program, but a simpler, friendlier
one than adults use. First Base has been
designed for ease of use, yet it offers flexibility
in record storage, retrieval, and display
First Base comes with a sample file of baseball
stars and their statistics. Fun to use, simple to
learn from.
Share the excitement of group learning with
software from Edupro. Ask for Edupro products
for Atari and Apple computers at your local soft-
ware dealer, or write to:
Edupro
PO. Box 51346
Palo Alio, CA 94303
415-494-2790 Dealer inquiries invited
Atari is a trademarit of ATARI Inc. Apple is a trademarl* ol Apple Compiler. Inc.
The Commander - A
Command Extension Facility
Jim Butterfield, Associate Editor
The Commander is a 4K ROM
for PET/CBM computers with
4.0 BASIC, which extends the
capabilities of BASIC programs.
It's a little different from editing
"enhancers" and is worth a few
extra comments.
There are essentially two
types of BASIC-helper programs:
editing and runtime.
Editing Aids
Editing packages help you pre-
pare a program. They may give
you ease of program entry, re-
numbering, search and change
capability, and other features to
help you build the program and
spot errors.
Once the program is com-
plete, the editing package has
done its job. The completed pro-
gram will now run by itself. If
you have prepared a program
using BASIC-Aid, POWER,
Sysres, or a similar package, the
final program can run on any
PET/CBM - even ones without
the editing facility.
In other words, if you give a
friend a copy of a program that
you've written using one of the
super-editors, he or she will be
able to load it and run it. There's
more: since the final program
runs without using the editor, it
will run at full BASIC speed.
Runtime Aids
Runtime packages help the pro-
gram run. This means that every-
one who wishes to run a program
containing a runtime package
feature must also have the pack-
age. A software house which
created products using the Com-
mander, for example, would
need to specify that all purchas-
ers of these packages must also
have the appropriate runtime
package.
164 COMPOTE! October 1983
A potential difficulty of run-
time packages can be that pro-
grams using them may slow
down, due to the extra overhead.
Many packages use a "wedge"
technique that slows everything
down - sometimes a little, some-
times a lot. The Commander
doesn't have this problem: its
functions are invoked only when
the program calls them in with a
suitable SYS command.
The Objectives
An editing package tries to solve
the question "What's missing
from the machine's regular ed-
iting features?" A runtime pack-
age addresses the question
"What's missing from BASIC?"
People may have different
preferences and thoughts about
what's missing, based on their
experience with other BASICs
and other languages. The Com-
mander has chosen these:
PRINT USING: Formats a floating
point variable into a string with
a specific length and format;
WINDOW: Clears a specific area
of the screen, on either 40- or 80-
cotumn machines;
FRAME: Prints a screen message,
enclosed in a frame, for the user's
benefit;
INSERT, APPEND, DELETE:
Allows a program to be changed
as it runs;
COM LITERALS: Repacks
strings to help the above change
features;
OVERLAY: Allows a program to
call another program to continue
the run;
RETURN CLEAR: Cancels all
GOSUB and FOR/NEXT loop
status;
COMPUTED GOTO: Allows a
GOTO address to be calculated;
MAT PRINT#, MAT INPUT#,
MAT INIT, MAT ZER: Allows
arrays to be saved, recalled, and
cleared quickly;
ENHANCED GET, STRING:
Allows more powerful INPUT
from keyboard or file.
invoking Ttie Commands
Using the Commander, you
would invoke these functions
with a SYS command. First,
you'd be expected to set up vari-
ables which set the range of
activities needed. For example,
to delete lines 300 to 400 in a
running program, you'd type in
these lines:
360 BL == 300 (Begin Line 300)
370 EL =400 (End before Line 400)
380 GT =400 (When complete,
GOTO 400)
390 SYS 40006 (Delete)
The SYS may be different,
depending on the particular
RC)M chip fitted. When the pro-
gram reaches line 390, it will
delete all lines from 300 to just
below 400 - including the above
lines - and will continue running
at line 400.
This is astonishing. We've
made a significant change in a
running program and yet the
program can continue running,
complete with live variables. We
can't do that even if we stopped
the program and made a change
or deletion: our variables would
disappear.
The Commander allows a
program to modify itself as it
runs, without loss of variables.
That's amazing. It's also danger-
ous, and some computer scien-
tists might argue that it's bad
practice. The argument runs
like this: BASIC is intended to
be a "fixed framework" pro-
gram, and all BASIC programs
should be written that way. Self-
modifying programs are foreign
to BASIC: but with the Com-
mander, you can have them.
Ctiainlng And Sucti
Users may see this feature as
one of the great conveniences of
the Commander. Chaining and
Driving
Commodore is
getting easier
Steer your way to greater efficiency and meet all your
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Database manager for all business environments
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and finish quality output formatting. Handles up to
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Versatile, fast, simple to learn and use,
SUPERSCRIPT II processes letters, quotations,
reports, mailshots and standard forms with
professional ease, enhancing presentation and
ensuring perfect copies every time.
Fast, effective spelling checker ensures 1 00%
typographic accuracy. An integral part of
SUPERSCRIPT II, SUPERSPELL checks documents
against a standard 30,000-i- word dictionary and
displays a list of every unrecognised word.
SUPERSPELL handles both English and American
spelling vahants. You can accept, ignore, correct or
add new words, building up your own dictionary
extension. SUPERSPELL also includes a word look- up facility.
The ultimate integrated office administration system,
with full records management, calculation, word
processing and spell checking.
SUPEROFFICE combines the database handling
of SUPERBASE with the document editing and
formatting power of SUPERSCRIPT II.
The availability of SUPERSCRIPT II as an Integral
word processor enables lists selected from data files to
be used for mailshots, tables, standard forms and labels.
SUPEROFFICE includes a powerful programming capability,
enabling you to build up a library of your own programs.
System-wide help screens are supported by clear
comprehensive manuals and tutorials.
Choose an off-the-shelf application to suit your
business from a steadily expanding library.
Find out more about the Superseries range of
Software. Contact your local Commodore
Dealer or Precision Software at our U.K.
office.
n
±5
Precision
Soltvvaic
Precision Software Limited
Park House, 4 Park Terrace,
Worcester Park, Surrey, KT4 7JZ.
Telephone: 01-330 7166
Telex; 8955021. PRECIS G •
overlaying are rather complex
activities on a PET/CBM. The
Commander gives you shortcuts
which make the job easier. The
OVERLAY command, for ex-
ample, says "throw away the
old program and variables and
start the new one I have named."
INSERT, APPEND, and DELETE
commands, on the other hand,
allow the user to modify or re-
place the running program with
new programming and keep
going, complete with variables
in place.
The system takes care of
most activity needed to preserve
variables (using what the manual
calls a "Common" facility), but
one kind of variable needs a little
extra work to preserve: "literal"
strings. This is the type of string
defined by a statement such as
X$ = "PASS 1" . The string is
used where it lies in the program
line; deleting the program line
will make the string disappear.
A special Common command
may be used to move this kind
of string into a safe place.
PRINT USING
The PRINT USING facility
doesn't print; it just formats
numbers into a string, from
which you can print them. It has
a reasonable complement of for-
matting facilities - punctuation,
commas, etc. - but doesn't in-
clude advanced features such as
floating dollar signs, asterisk fill,
or special negative symbols such
as "CR" or parentheses,
A small deficiency of the
PRINT USING feature on the
package 1 tested was that num-
bers are not rounded; they are
truncated. This could cause prob-
lems if the user doesn't watch
for it, since a financial number
such as 6.35 might be held within
the computer as 6.34999999; this
would truncate to 6.34, which is
wrong. The user can cover this
possibility by adding .005 to the
value before calling PRINT
USING: but it would be better if
the Commander covered this
case.
166 COMPUTE! October 1983
Odds And Ends
The FRAME and WINDOW com-
mands allow nice screen displays
to be generated easily. CON-
VERT to ASCII can be useful to
interface to standard ASCII (non-
Commodore) printers, if the
interface hardware doesn't do it
already for you, RETURN
CLEAR allows you to exit from
subroutines and loops in an un-
orthodox manner, and computed
GOTO works conveniently and
well. The programmer should
use these features with caution,
since they could lead to "cute"
programming that may cause
debugging problems.
There are two special I/O
commands. STRING INPUT
allows information to be input
from disk, including punctuation
such as commas or colons; it's
an improvement over BASIC,
which trips up on these. There
are MAT PRINT# and MAT
1NPUT# commands to save and
recall arrays; these are written
and read in a highly compacted
form to save time and disk stor-
age space. Files so written are
not strongly compatible with
other programs; you would have
considerable difficulty getting
them back with a conventional
set of INPUT commands, so
you'll want to use MAT INPUT#
to do the corresponding input
job.
The other MAT commands
are a simple set of array com-
mands which allow you to clear
an array quickly (set to zero or
null string). There's a gimmick
which might be useful: you
don't have to clear the whole
array, since you can start part-
way through and clear from that
point on.
Packaging
The Commander comes in two
versions. Version 11-4 goes into
socket UDll (or UD4 on older
machines) and has SYS addresses
in the range 40000 to 40110; ver-
sion 12-3 is for socket UD12 (or
UD3 on older machines) and has
SYS addresses in the range 44000
to 44110. If your computer al-
ready has one ROM chip in place,
you can order the version which
fits your blank socket; otherwise,
it doesn't matter.
Documentation is complete,
but a little fuzzy. The manual
will seem cryptic to the beginner
- for example, the Common fa-
cility is described in detail even
though in most cases it's auto-
matically invoked when needed.
However, the Commander
comes with a demonstration
diskette, which serves as won-
derful documentation. The user
is invited to stop the demonstra-
tion programs and invoke vari-
ous features. By using this disk-
ette, the user will enjoy a well-
paced training experience.
Programs written using the
Commander will always need the
Commander. You must be pre-
pared to live with this; but once
you do, you'll find a host of dy-
namic leatures at your fingertips.
Many of the features are use-
ful; and the capability of having
a program modify itself while
running is exceptional. Using
the Commander, there are new
possibilities for your system.
The Commander
$70, iiicltidiii;^ iiiiituiiil iiiid demo
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Hollifiuaod,FL 33021 @
Picnic
Paranoia
For Atari
James V. Trunzo
Ants and more ants march re-
lentlessly upon their objective.
Spiders bar pathways while spin-
ning silvery webs, knowing that
the threat of their bite will make
wary any who wish them harm.
Wasps hover and dart about,
their seemingly erratic flight
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patterns only a guise that will
better enable them to deliver a
painful and harmful sting.
Is this a sci-fi movie about
insects gone berserk, on TV at
four o'clock in the morning? No,
it's Piciuc Paranoia, written by
Russ Segal and produced by
Synapse Software.
Picnic Paranoia is a refresh-
ingly different hi-res arcade
game that is much more than
just another simple variation on
a theme. The only similarity
between Picnic Paranoia and,
say. Centipedes or Millipede is that
insects are the antagonists. But
unlike those games and many
others, the "villains" in this
game aren't out to attack you
directly. They are after some-
thing even better - your food.
As the title suggests. Picnic
Paranoia deals with that universal
summer pleasure, the picnic.
The game puts you in the role of
George, the beleaguered pic-
nicker, and puts you right in the
middle of four rectangular, food-
covered picnic tables.
The tranquility of the mo-
ment is shattered, however, by
the appearance of the first of
many black ants intent upon
pushing the food off the table,
across the lawn, and off the
screen. Thev are aided in their
endeavors hy spiders (a real
nuisance) and wasps (down-
right vicious) - though neither
spiders nor wasps have any de-
sire for your food.
Armed with a flyswatter,
you must dispatch the insects as
quickly as possible and thus
prevent them from carrying off
your feast. It all sounds rather
simple, doesn't it? Well, it isn't.
Without quick reflexes, intent
concentration, and some strategy,
you are soon overwhelmed by
the sheer number of insects
scurrying all over the screen.
How George Swats
The mechanics of Picnic Paranoia
are, for the most part, clean, and
they function without a hitch.
George, who is moved around
168 COMPim! October 1983
the screen by a joystick, swats
the assorted nasties in one of
two ways. By depressing and
holding the button on the joy-
stick and moving the stick slightly
in the direction George is facing,
he achieves one slap with the
flyswatter. By continuing to
press the joysHck in a given di-
rection, he walks and swats at
the same time. George walks
faster when he isn't swatting -
something to keep in mind if no
insects are in his path.
The only aspect that takes
some getting used to is the tech-
nique needed to return food to
the table after it has been pushed
onto the lawn by the ants. This
is important because food on the
table is worth more points than
food on the ground, and at least
one food item must be on a table
at the end of each round or the
game comes to an end.
To return food to the table,
George must swat the food, drag
or push it to a table, and release
it by swatting it again. The fire
button must be released before
you attempt to drag or push
the food .
Picnic Paranoia plays through
a series of 90-second rounds.
During this time, George can
score points in two ways: (1) by
killing insects, and (2) by pre-
venting his food from being
pushed off the screen. The ants,
spiders, and wasps are worth
10, 20, and 40 points, respec-
tively, multiplied by the round
just completed. An ant killed on
round five, for example, would
be worth 50 points. The value of
any food remaining at the end of
each round can range anywhere
from 30 to 100 points times the
given round, depending upon
the food's final position. Food
still on the table is worth twice
as much as food left on the
ground. After the first 5000
points have been scored, and for
every 10,000 points after that,
you earn a bonus.
However, unlike most
games. Picnic Paranoia does not
reward you with an extra player
Sivnttijig at hordes of iiiaynHiiiii^ iiul!^
zphile dodging n bee in Picnic Paranoia.
(you are given three Georges at
the beginning of the game). In-
stead, you are given a can of bug
spray, which can be brought
into plav by hitting the space bar
on the computer. The can of
spray then traverses the screen
three times, killing all insects on
the screen at the time. Powerful
stuff, but no points are awarded
for insects sent to "bug heaven"
by the spray. Special concepts
like the bug spray will make
owners of Picnic Paranoia enjoy
the contest all the more.
Strategic Moves
Strategy enters the game in sev-
eral ways. A red "door" is lo-
cated in the middle of each of
the four sides of the playing field.
By entering a door, George is
able to pop out on the other side
of the screen. Making good use
of the doors allows you to quickly
maneuver him around the picnic
grounds, arrive at trouble areas
sooner, and often save food from
being pushed off the screen.
A second strategy is so ob-
vious that it might be over-
looked. Each insect is unique
and creates different problems.
By recognizing each insect's
characteristics, you can deter-
mine your best attack at any
particular time during a round.
The ants can't hurt George, but
the}^ are the only insect that can
carry off the food. This must
always be foremost in your mind.
Spiders can bite George,
sending him to the middle of the
screen in a state of temporary
paralysis. However, the spiders
are most annoying for the webs
they spin, blocking pathways
and thus making movement
impossible until the webs are
swatted and destroyed. Since
speed is an integral part of the
game, the webs can exert a sig-
nificant influence on the eventual
outcome of the contest.
Finally, the wasp's sting is
more than twice as potent as the
spider's bite. It, too, sends
George to the middle of the
screen, but leaves him immobile
much longer. The wasp is diffi-
cult to hit, and as soon as one is
eliminated, another appears.
A third bit of strategy in-
volves the use of the bonus can
of bug spray. For maximum ben-
efit, the timing must be right.
Use it too early, and you will still
have the greater part of the round
left to play. Use it too late, and
you may have wasted an oppor-
tunity to save it for a more crucial
moment in a following round.
The last strategy will be
familiar to those who have
played such games as Missile
Coiiunaiui. hi the later rounds,
after you have lost several food
items, as vou undoubtedly will,
do not waste your effort de-
fending empty tables. Concen-
trate on attacking the insects
surrounding tables that still have
food on them. Just as in Missile
Command, where it is of
maximum importance to keep at
least one city safe (and ignore
empty earth), in Pioiic Piinuioia
you must keep at least one piece
of food on a table. Therefore,
minimize the area you must
cover by, for example, zeroing
in on the two tables with the
most food on them.
Picnic Paranoia offers several
options for the gamer. In what
has become standard practice
with most video and computer
games, Picnic Paranoia offers five
levels of difficulty. Selecting a
higher difficulty level simply
starts the game off at an ad-
vanced round. Because each 90-
second round features more and
more insects, by beginning at a
higher round, you face a greater
challenge right from the start.
The game also offers a day
or night option. By selecting the
night option, you change the
green lawn playing screen to a
solid black. This is not to suggest,
however, that the night option
is simplv cosmetic. When you
are playing at night, you cannot
see the picnic tables, and move-
ment is difficult. It is easy to run
George into a corner of one of
the invisible tables. Playing at
night increases the difficulty of
Picnic Paranoia much more than
just selecting a higher difficulty
level.
Picnic Paranoia also offers
some of the finest graphics and
sound available today. From the
opening song and graphics of
the title page - a delightful
animation accompanied by a
rousing rendition of the "Flight
of the Bumblebee" - to the
game-ending animation where
literally scores of ants push
George off the screen and spell
out (with their bodies) "THE
END," the hi-res graphics are
excellent.
Great attention has been
paid to detail in all areas: the
foods on the table look absolutely
edible and are identifiable, not
just shapes of familiar objects.
George himself is a sight to be-
hold, complete with a tiny brush
mustache and hat. Even the in-
sects are finely done, the wasp
drawn with constantly fluttering
wings, stripes, and stinger.
George's face turns red with
embarrassment when stung. A
cacophony of sounds matches
the graphics to round out this
fine effort, and, as you would
expect, all animation is flicker-
free.
Picnic Paranoia is available
from Synapse Software in either
cassette or disk format. It runs
in 16K.
Picnic Paranoia
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Richiiioiid, CA 94S04
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CX488 Comfnjnicsloc Kil CALL
ATARI Soltwara
CXL4025 Delender S39 00
RXa026 Dig Dug S39 00
flxe039 Eastern Front (ROMI S44 00
CLX4027OIX 539 DO
RXB037 Star TruK S39 00
DX5049 Visicalc S159 00
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Miner 2049 CALL
ZaKkori S27 95
Eastern Front 1 94 1 icassellel 529 95
Wizard ot War SM 00
Gcrf S30 00
Froggef - - - S30 DO
CHOP utter S29 00
Apple Panic S23 75
Baha Buggies S23 75
SubmanneCommantJer (ROIUI) S35 95
JumBo Jet Pilot IHOMI 535 95
Soccer IROM) ■ 536 95
Gamestaf Football CALL
When new ATARIS are born,
Eric Martin's will tiave them at
newborn prices. For the iatesi
from Atari, call or visit our store.
One of the largest Atari Dealers
in the U.S.
We take TRADE-INS.
Call tor your price.
^ATAltl^fcfWlUt
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INSIGHT: Atari
Bill Wilkinson
Last month, I said that this month's column would
include the final part of the series on writing self-
relocatable code. Unfortunately, that project has
turned out to be bigger than I thought it would
be, so I am going to put it off a month and devote
an entire column to it. However, as compensation,
I will finally discuss the "new" Atari graphics
modes I hinted at a couple of months back. Before
I get to the juicy stuff, though, I'd like to continue
a little of the ranting and raving that I started last
month.
How To Shed 50 Kilobytes Without
Even Trying
I heard (from two different sources) the official
Atari "line" regarding the new 1050 disk drives.
It seems that Atari chose to utilize only 128 bytes
per sector and only 127K bytes of file space per
driveinorder to achieve "increased reliability."
Honest. Do you believe it?
Actually, that's pure computer puckey (to
paraphrase Colonel Sherman Potter). And it's
ridiculous for several reasons.
First off. Atari is implying that double-density
drives are unreliable. If that's true, then IBM,
Radio Shack, Commodore, and a lot of other com-
puter companies are in real trouble. Actually,
Atari and Apple are the ony major computer com-
panies still relying on single-density technology
as their primary modus operandi. And, despite
Atari's claims, even Atari's 1050 is actually using
true double density.
It turns out - based on what we have gleaned
from the specs of DOS III at this time - that Atari
formats the 1050 drive with 40 tracks of 32 sectors
each, with 128 bytes per sector. That's a total of
160K bytes. Most double-density manufacturers
achieve either identically the same total (40 tracks
times 16 sectors times 256 bytes) or slightly more
(40 tracks times 18 sectors times 256 bytes equals
180K bytes - the format used by most Atari^
compatible drives such as Percom, Astral, Micro-
Mainframe, etc.). So why does Atari claim only
127K bytes?
Real simple: DOS III only supports 127K
bytes. Shall 1 say that I don't know why Atari
chose this limitation? With a relatively minor
modification, and by using only another 64 bytes
of memory per drive, DOS III could have sup-
ported a full 180K drive.
Now, as it turns out, I do happen to know
the real reason Atari chose 128 bytes per sector.
170 COMPUn! October 1983
And I know this from the most reliable of sources,
one of the DOS Ill's designers.
It seems that so many of Atari's own products
violate Atari's own "rules" (especially those about
respecting the LOMEM pointers), and so many
other products also reach outside DOS to do direct
sector disk I/O that Atari's planners were fearful
of the impact of changing either LOMEM or the
sector size. Hence the scheme of DOS III.
A secondary impact of the LOMEM problem
was that it caused more and more of DOS III to be
moved to the diskette from memory, to be called
in as overlays when the user requested a function
not in memory. Even the keyboard menu proces-
sor eventually got moved to disk. The result of all
this? While DOS III may be the easiest-to-use DOS
yet, it still suffers from the time-consuming swaps
to a MEM.SAV file when you want to achieve
something as simple a,s getting a disk directory.
(Of course, there is,a very, very elegant way
to completely avoid the LOMEM problem on the
new Atari XL computers. Why not move the DOS
into the as-yet-unused extra memory? Why waste
14K bytes of RAM? I probably shouldn't drop this
idea in Atari's laps [I should sell it to them], but it
will take them at least six months to even discuss
it, sol figure it's OK.)
As I said last month, DOS III contains a nice
little file manager. It's a crying shame that it wasn't
released three or four years ago, since it seems
ideally suited to an 810 size drive. But it doesn't
look to me like a system for the long haul, when
larger and larger drives become available for the
new Atari computers.
And lest too many of my critics cry "foul" for
my promoting OSS's version 4 DOS (which will
allow up to 32 megabytes per disk drive), let me
hasten to say that I am not suggesting that version
4 and the 1050 are necessarily the answer. What I
am saying is that Atari could have achieved virtu-
ally the same results by sticking with DOS 2.0
and extending it to handle up to 120K bytes of file
space (with 128 byte sectors -it will handle 240K
bytes with 256 byte sectors).
Well, enough. I promise no more on this sub-
ject until I give you the patches to DOS 2.0s to
give you 120K bytes on a 1050. In the meantime,
ask yourself this question: if DOS III is limited to
127K bytes of file space, how will Atari handle the
double-sided, double-density drive in the
1450XLD, which will have a capacity of at least
320K bytes? Atari, will you answer?
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One more comment. I just want to say that,
aside from the 1050, 1 am impressed with all of
Atari's new hardware products. And I even like
some of their new software. I think Atari is back
on its feet and running hard.
Four Equals Seven
Many of the games currently on the Atari market
use custom-designed character sets for back-
ground displays. The classic example of this is, of
course. Eastern Front by Chris Crawford. That
beautiful scrolling map he displays is actually
composed of "characters." This works because a
couple of the ANTIC graphic modes allow the
programmer to treat each pair of bits within a
character cell as one of four colors.
In fact, by controlling the high order bit of
the character to be displayed, the programmer
may choose two different sets of four colors.
Which would be really nice except for the fact that
only one of the colors can change between the
two sets, thus there is a total of five displayable
colors.
If you don't remember and/or understand all
that, don't worry. There's a better way. A way
which will get you seven colors! The method only
works on machines with a GTIA installed, but I
hope that all COMPUTE! readers have added a GTIA
by now. (If you have purchased a machine in the
last year and a half or so, you got a GTIA with
your machine. If you have an old machine with a
CTIA, the upgrade cost is nominal.)
The credit for finding and documenting this
until now hidden feature of the Atari must go to
Steve Lawrow, the author of our MAC/65 assem-
bler. He did a nice job of investigating all the
ramifications and provided me with the table
which I've reproduced here. Before I go into the
details of the table, though, let me briefly describe
how one accesses two new Atari Graphics
modes.
Getting At The New Modes
First, the new modes are variations on BASIC
GRAPHICS 1 and GRAPHICS 2 {and, by exten-
sion, GR. 17 and GR. 18). And the method of pro-
ducing the variations is so simple that it's almost
funny that no one stumbled on it before. Simply
turn on the GTIA's special color mapping mode.
And what, pray te!!, is that? In this case, it is the
upper bit of GPRIOR, the priority select register.
GPRIOR is a hardware register that has its
OS shadow location at $026F (decimal address
623). That means (for those of you not familiar
with shadow locations) that by changing the RAM
location $026F you cause the OS to change the
appropriate hardware register for you. (And see
COMPUTEl's book Mapping the Atari if you need to
know more.)
172 COMPim: October 1963
Briefly, then, you need simply to turn on the
upper bit of GPRIOR in order to activate these
new modes. There are, however, some caveats to
be observed. Perhaps the easiest way to observe
the toughest potential problem is to turn on your
Atari, go into BASIC, and do a POKE 623,128.
What do you see? Garbage on the screen, if
you have a GTIA. Unfortunately, activating the
GTIA destroys the normal character display
mode(s). More on this later.
Now, on to the table. When you tell BASIC
to PRINT #6 in Graphics modes 1 and 2, it prints
larger than normal characters to the upper portion
of the screen. In particular, though, the characters
are available in several different colors. Try this
little program to see what I mean: GRAPHICS 2 :
PRINT #6; "AaAa" (where the underlined char-
acters are typed in inverse video).
And why do you get four different colors?
Because the upper three bits of each of the charac-
ters are different. In particular, the upper three
bits for the four characters shown are 010, 01 1,
110, and 111, respectively. Because you are in
Graphics mode 2, all four characters came out as
uppercase letters.
Now, the bytes which are put in screen mem-
ory are actually translations of the bytes which
you PRINTed. In particular, when the bytes
shown are translated to screen codes, they end
up with upper bits of 00, 01, 10, and 11, respec-
tively. The upper two bits of the bytes placed in
screen memory determine the color to display;
the bits in the character set determine which bits
will be "turned on" on the screen.
The concept used in our "new" graphics
mode is similar. In particular, the upper two bits
of the bytes placed in screen memory determine
the color MAP to use. The actual bits in the char-
acter set determine which color will be selected
from the appropriate map. In other words, we
have added yet another level of color indirection
to the Atari!
In GRAPHICS 10, memory is organized in
groups of four bits. The value of the four-bit nyb-
bles determines which color register is displayed.
Thus, since there are nine color registers (five for
the primary graphics and four for player/missile
graphics), there are a maximum of nine indepen-
dently displayable colors. (Yes, I know that you
can get 16 colors in GRAPHICS 9 and 11; but in
those cases the colors are not truly independent.)
In GRAPHICS 1 -I- and 2 -f (well, I had to call
them something, didn't I?), pairs of bits (instead
of four-bit nybbles) determine the color register to
use. Remember, though, that the pair of bits can
only select a color from the particular MAP which
has been selected by the two upper bits of the
character on the screen.
And, finally, this implies that the other six
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October 1983 COMPtni! 173
Play the
arcade games
that taik back!
What do Program Desisn games include for free
that other companies charge you hundreds of dol-
lars for?
The human voice.
Only Program Design software comes with a voice
based cassette synchronized with your Atari com-
puter. So now, you not only use your eyes and intel-
lect to play one of our arcade games. You use your
ears too. Visit your nearest software dealer and take
a test listen.
DON'T PLAY 'CUPPER'
IF YOU CAN'T SWIM!
You're the captain of the
clippership Flying Cloud.
And there's never been a
tougher sea challenge than
your voyage from New York
to San Francisco via Cape
Horn.
As you cast off, the actual
sound of old sea chanteys fills the air. But there's no
time for sinsing, because you have to navigate
through storms and icebergs. As if that wasn't
enough, there's the constant danger of being
thrown ovz( board by a mutiny, so you better know
how to swim. Remember, you're in charge. So pick
your cargo, crew and course very carefully.
Defend 'moonbase io'
and the president will
thank you personally
The voice of mission control asks you to defend
Moonbase lo from a horde of alien invaders. But first,
you and your robot must navigate through mine
fields. Moonbase lo combines three adventure
games in one. And when your mission is completed
the president will thank you personally (so mind
your manners). Moonbase lo is the winner of the
most innovative game award from Electronic Games
magazine.
Clipper comes in 32K disk, cassette & joystick or 24K cas-
sette & joystick. Moonbase lo comes in 24K disk, cassette
and joystick or 16K cassette & joystick.
bits of the character on the screen select the par-
ticular character from the character set memory,
just as normal GRAPHICS 1 and 2 do.
Does that sound complicated? It should, be-
cause it is. Anyway, now is the time to look at the
table. It shows the MAPs that are available.
Color Selection Under GRAPHICS 1 + And 2 +
Bit Pairs Of Color
Selectors In Character Memory
Upper Bits
of Character
00
01
10
11
on Screen
(Map Selector)
00
704
704
704
704
01
704
705
712
709
10
704
706
712
712
11
704
707
712
711
And, you presumably ask, what are the num-
bers shown in the table? Simply the location of
the color register which will be displayed when
you use the given bits within the given map. For
example, 704 is PMCOLO (player color 0) and 712
is PFCOL5 (playfield color 5). However, the easiest
way to change the color registers, in this instance,
might be to refer to them via the locations shown
in the table.
So, writing POKE 704,0 will make the back-
ground color black. Writing POKE 712,152 will
give you a nice blue for bit pattern 10 in MAPs 01,
10, and 11. A little observation of the table will
show you that MAP 00 is essentially useless: it
always gives you the background color, regardless
of the bit patterns in the character memory.
On the other hand, bit pattern 00 always gives
you background color, regardless of the MAP
used, so it may prove useful in many cir-
cumstances. For the rest, note that MAP 10 gives
you only three colors, but it is the only MAP which
gives color 2 (706). Sigh. The system is not totally
flexible, but it is handy.
First thing next month we'll put this all to-
gether with a little BASIC program that demon-
strates the capabilities of the new modes. @
Program Design, Inc. 95 East Putnam Avenue,
Greenwich, CT 06830
*Atari IS a trademark of Atari, Inc.
Use the handy
reader service cards
in the back of the
magazine for
infornnation on
products advertised in
COMPUTE!
COMPUTE'S
The Atari BASIC Sourcebook
/^thors: Bill Wilkinson,
Kathleen O'Brien, and p ui- u -
Paul Laughton i uwisher s Foreword
Price: S 1 2.95 Acknowledgments X
On Sale: Now Preface vii
ix
if you program In BASIC, you know about ^ "®' '"S'**^ Atari BASIC
commands like PRINT, GOSUB, IF-THEN, and i Atari BAcirr- a t-r;„i, i i t
others. 2 Internal "-- ^^^^^^ 1
But did you know that each of these 3 Mer^^^iVf ^ Overview ^
commands is actually a mini-program in - ^"^y r^f ^S^ to
itself? Atari BASIC is a collection of machine ^ i.^Sfam i^ditor -i
language routines that tell the computer ^ The Pre-compiler iz.
what to do, how to do it, and what to do next. 6 Execution Overview . .
Atari BASIC is a powerful and versatile 7 Execute Expression "^^
language. Now available from COMPUTE! 8 Execution Boundarv Condition. ^^
Books, The Aiari BASIC Sourcebook offers 9 Program Flow cZtlflfl 71
Atari programmers a chance to look inside .n TowS^ p .^"^^ ^^''*^"'^"*^ 75
the language - directly to the source code ., . Tu.^t rogram Save and Load ' o.
that is Atari BASIC. ]l Y""" 4^^ ^""^ ^^'^^^ Statements . o J
Authors Bill Wilkinson, Kathleen O'Brien, ];* Atari Hardware Control Statements m
and Paul Laughton, the people who wrote ''3 External Data I/O Statements a
Atari BASIC, take you on a tour through the 14 Internal I/O Statements
language. They explain how it works and 15 Miscellaneous Statements '^'^^
how you can make it work for you. 16 Initialization ^^^
The Atari BASIC Sourcebook answers 109
these questions (and more): Part Twn* niro^-fi., a-
• When you RUN a BASIC program, ^" '"'°' L»"ectly Accessing Atari BASIC
what is really going on inside the Introduction to Part Two
. HoTdSs the computer know how I ^f^^^^""^^! 'l^^'^bers .' ; : : .' ] \ \ [ :.[:[[:::[ JI5
to handle a FOR-NEXT loop? How , EEfGng and POKEing i.}^
does it RETURN from a subroutine? ^ Listmg Variables in Use ^ZZ
• Where do ERROR messages come *♦ Variable Values j^i''^
from? How does the computer know 5 Examining the Statement Table
what's wrong? 6 Viewing the Runtime Stack ^'^^
• How does your Atari decide which 7 Fixed Tokens ^^'^
mathematical operation to perform 5 What Takes Precedence?' .' ^^^
• Why do some tasks take so long, ® ^^'"S ^^at We Know ...['.'.][ \ [ [ [ [ [ ] [ ] [ ' _' _' _' _' ' ' " ' ' ' "g
while others happen almost instantly? p ^ Throa At ■ oac
• Why does the computer sometimes ' ' nree: Atari BASIC Source Code
lock up when you delete lines from Source Code Listine
a program? o * ■ ' 14'^
• How does the computer interpret AnnpnHir'OE
words and symbols like GOTO, INT, ^PK«:"""-es
CHRS,^a^d=? A Macros in Source Code
• How can a machine language pro- h tt, d -"juilc v^oae ^
grammer take advantage of the so- " /^^ °"gs m Atari BASIC ;;^
phisticated routines in Atari BASIC? *- Labels and Hexadecimal Addresses . . ii^
Intermediate to advanced Atari program- j ^°1
mers will find a wealth of useful and m- index
teresting information in The Atari BASIC 285
Sourcebook. r.:..-^.-..
Much more than a simple source code listing, - ' ' """'
this book explains how BASIC works and why. All major routines are examined and explored. The authors go into detail about the
internal design, the stack, inpui/output statements, and much more. When you finish reading this book, you will have an in-depth
understanding of how to put Atari BASIC to work for you in ways you never thought possible.
The Atari BASIC Sourcebook is available at many computer stores and bookstores, and can also be ordered directly from
COMPUTE! Books
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64 EXPLORER
Lorry Isaacs
We are pleased to welcome Larry Isaacs and his new
column, "64 Explorer," to the pages of COMPUTE!.
Larry has extensive experience in programming with
6502-based machines.
To get things started, here's the first of a two-part
article on a little understood but important feature of
BASIC, the STATUS variable.
This is the first of a two-part series dealing with a
feature of BASIC which is not too well
documented, the STATUS variable. It is used to
detect the success or failure of input/output oper-
ations. I came to this reahzahon while writing a
disk copy program. At one point I thought I had
the program fully operational. I was surprised to
discover that the program was copying all but the
last byte in the file, causing the copy to be one
byte shorter than the original.
Fortunately I was able to quickly determine
that the problem was not in my programming.
The program worked exactly as 1 intended it to.
Instead, my error was that I made an assumption
concerning the STATUS variable which turned
out to be incorrect. An error arising from an er-
roneous assumption can be a very tough one to
find. Everything looks right, and doesn't work.
Tracking Down A Mistake
After discovering my error, I reread the
documentation to find where I might have over-
looked something relahng to my mistake. (By
documentation, I mean the Commodore 64 Pro-
grammer's Reference Guide and the 2541 Floppy Disk
User's Manual.) After a thorough reading, I wasn't
able to find anything saying that my assumption
wasn't valid. I even found an example program in
the 1541 User's Guide which makes the same mis-
take I did. Fortunately, I had some previous ex-
perience which led me to quickly suspect and
correct my assumption. It can be quite frustrating
if you don't have that experience, and have to
acquire it the hard way. Since the STATUS variable
is not documented very thoroughly, and is crucial
to proper I/O (input/output) communications,
perhaps we should try to discover the necessary
information ourselves. The all-important question
we need to answer is; "What does the STATUS
variable really tell us?"
176 COMPUH! October W83
Before starting our investigation, a little in-
troduction to the STATUS variable may prove
helpful. The purpose of the STATUS variable is to
provide an indication of the completion status of
the last input/output operation. It is supposed to
indicate, among other things, when an error oc-
curs in the I/O operahon, and when the end of
the data is reached while reading a file. The end
of the data in a file is more commonly called end-
of-fiie, abbreviated EOF. My invalid assumption
involved this EOF indication.
The STATUS variable acts like a normal vari-
able in most respects. It may be used in an ex-
pression just like any other variable, and may be
abbreviated ST. However, it differs from other
variables in that you can't give it a value. It only
returns a value. Here are a few examples showing
how the ST variable might be correctly used:
1050 SS=ST: REM SAVE THE STATUS IN VARIABL
E SS
2000 IF STO0 GOTO 9999
3110 EOI=ST AND 64: REM GET EOI STATUS
An example of an incorrect use of the ST vari-
able would be:
100ST = ST-64
where the statement attempts to assign a value to
ST. This results in a SYNTAX ERROR.
STATUS Can Catch Errors
The value returned by the STATUS variable is
used to detect if anything unusual happened dur-
ing the last I/O operation. The unusual things
that may occur will vary depending on which
device is involved. The Reference Guide describes
the meaning of the STATUS variable only for the
cassette and serial bus devices, such as the 1541
disk drive. Therefore, we will concentrate on
these. In either case, the value returned by the ST
variable will be a signed byte. To keep things simple,
think of this as a byte of memory holding a number
which can range from -128 to 4- 127. This differs
from an unsigned byte which can hold values from
0 to 255.
Instead of getting into a discussion of bits
and binary numbers, we will interpret the un-
signed byte as being the sum of a unique combi-
nation of numbers from the group: 1, 2, 4, 8, 16,
32, 64, -128. An important restriction is that these
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numbers may appear in the sum only once. The
presence of one of these numbers in the sum
equivalent to the value of ST will indicate the pre-
sence of a particular condition. Let's explain this a
little further.
You can find which numbers make up the
sum by repeating the following steps, using the
ST value as the initial remainder: (1) Subtract the
next number in the group from the current re-
mainder, starting with -128 and proceeding to-
ward 1. Subtracting -128 is the same as adding
+ 128. (2) If the result is positive and less than
128, include the subtracted number in the sum
and use the result as a new remainder. (3) If the
result is negative or greater than or equal to 128,
don't include the subtracted number in the sum,
and then keep the old remainder. When the re-
mainder becomes zero, you will have the numbers
which make up the sum. Here are a couple of
examples to show how it's done.
ST= 115
- 64
(-128 IGNORED, 115 + 128>128)
51
- 32
19
- 16
3
- 2
(64 INCLUDED)
(32 INCLUDED)
(16 INCLUDED)
(8 AND 4 IGNORED)
1
- 1
(2 INCLUDED)
0 (1 INCLUDED)
115= 64 + 32 + 16-1-2 + 1
ST= -120
+ 128
8
- 8
(128 INCLUDED)
(64,32,16 IGNORED)
0 (8 INCLUDED, 4,2,1 IGNORED)
-120= -128 + 8
Using STATUS With Tape
Since more readers are likely to have the cassette
unit instead of a disk drive, we will first investigate
the STATUS variable as it relates to cassette. To
begin, let's take a look at what the STATUS vari-
able indicates when accessing the cassette.
VALUE MEANING
1
not used
2
not used
4
SHORT BLOCK
8
LONG BLOCK
16
UNRECOVERABLE READ ERROR
32
CHECKSUM ERROR
64
END OF FILE
-128
ENDOFTAPE
(Note: This information can be found in the Com-
modore 64 Programmer's Reference Guide on page
85.)
Since the END OF FILE indication was the
one I had trouble with, let's begin there. The pri-
178 COMPUTEr October 1983
mary question we want to answer is "When will
the STATUS variable indicate we are at EOF?"
Will EOF be indicated as the last byte of the file is
read, or will EOF be indicated when you try to
read one byte beyond the last byte?
To answer this, all we need is a simple little
test program. This test program should first write
a cassette file containing a few bytes. Then it
should instruct us to rewind the cassette. Finally,
it should read the cassette file, displaying each
byte and the ST variable as each byte is read. Here
is a test program to do this, which will be called
"TESTl":
100 OPEN 1,1,2, "TEST"
110 PRINT#1, "ABC"; : CLOSE 1
200 PRINT "REWIND THE CASSETTE."
210 PRINT "PRESS RETURN WHEN READY."
220 INPUT Z$
300 OPEN 1,1,0, "TEST"
310 FOR 1=1 TO 5
320 GET#1,Z$: PRINT I , Z$ , ASC{ Z?+CHR$ (0) ) , S
T
330 NEXT I: CLOSE 1
As you can see, lines 100-110 write the file,
200-220 ask you to rewind the cassette, and 300-330
read the file. The 2 in the OPEN command in line
100 specifies that the file is being opened for writ-
ing with an END OF TAPE marker to be written
when the file is closed. You might note that the
program reads five bytes from the file, though
only three bytes are written. This is done so we
might answer another question, namely, "What
happens if you read past the end of the file?" Ex-
ecuting TEST 1 will cause the following to appear
on the display screen:
PRESS RECORD & PLAY ON TAPE
OK
REWIND THE CASSETTE.
PRESS RETURN WHEN READY.
7
PRESS PLAY ON TAPE
OK
1
A
65
0
2
B
66
0
3
C
67
64
4
0
0
5
T
84
0
This includes all of the prompts which occur
during program execution. Since it is the displayed
data which will answer our questions, we'll limit
ourselves to that in the tests which follow.
The first column of the displayed data shows
a count of the bytes in the file. The second column
displays the character, with the third column
giving the numeric value (called the ASCII value)
of the character. The last column shows the value
of the ST variable after the GET command which
fetched the character.
From this data, we are now prepared to an-
swer the first question. The EOF indication
appears with the reading of the last byte of the
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cassette file.
Concerning the second question, we now
have some test results to examine. First, note that
the test program read the two additional bytes
with no apparent ill effects - no errors occurred,
etc. Second, we can see the EOF indication went
off once the next byte was read. And third, notice
■the first byte following the last one we wrote (i.e.,
the C) is suspiciously a zero. Since a zero byte
doesn't correspond to a displayable character,
there is a blank space in the second column where
a character would have been. Zero bytes are often
used when there is need of a byte which marks
the end of something. Thus, it is not too surprising
to find one here. But if a zero byte is being used
to mark the end of a file, what is going to happen
if a zero byte is written as part of the data in the
file? To answer this question, let's modify the
TEST 1 program to make another test program.
Make the following changes to TEST 1 to make
"TEST 2":
100 PRINT#l,"A"rCHR${0);"C"r :CLOSE 1
As you can see, TEST 2 will write a zero byte
in place of the "B" written by TEST 1. Executing
the TEST 2 program displays the following results:
1 A 65 64
2 0 0
3 C 67 64
4 0 0
5 T 84 0
Ah ha! This time we got two EOFs. Since it's
not possible for a file to have two ends, one must
conclude that what is given as an EOF indication,
strictly speaking, doesn't indicate EOF. Instead it
is a "next byte is a zero" indication. Provided you
do not write any zeros as part of your data, then
the zero byte at the end (which is added automat-
ically by the 64) might properly provide the EOF
indication. However, if you should accidentally
read past the end of your data, you could be in
trouble. It doesn't appear that the GET# command
can tell if you've passed the end of the file.
The Cassette Buffer
At this point, you might be wondering where the
data is coming from once you read past the end of
the file. The answer to this is fairly simple.
Whenever data is read or written to a cassette file,
it will be done in groups of 191 bytes, called blocks.
There is an area of memory reserved to hold this
block, called the cassette tape I/O buffer. In the case
of writing a cassette file, the data is stored in the
cassette buffer until the buffer becomes full (that
is, contains 191 bytes). At this point the BASIC
program will temporarily stop executing while
the cassette motor is turned on and the buffer
contents written to the cassette.
Now the buffer is considered empty, and
180 COMPUTE! October 1983
execution of the BASIC program resumes. When
the buffer becomes full again, another block is
written. When the program closes the cassette
file, a zero byte is placed following the most recent
byte stored in the buffer and the entire buffer
written as the last block in the file. This means
there may be bytes following the zero byte which
are left over from the previous buffer full.
A similar process occurs for reading a cassette
file. Blocks are read from the cassette into the
cassette buffer, and then read from the buffer
until it becomes empty. As you might have
guessed by now, the bytes we are reading after
the end of the file are the leftover bytes in the
buffer.
So far, our two test programs wrote only three
bytes to the file. This implies that our cassette file
contains only one block of data. Since our test
programs wrote an END OF TAPE marker fol-
lowing the file, it might be interesting to find out
what will happen if we read past the one block.
To find out, make the following change to the
TEST 2 program to make "TEST 3":
310 FOR 1=1 TO 196
This reads five bytes past the one block of
data in the cassette file. Executing the TEST 3 pro-
gram displays the following as the last five lines.
192
<
60
0
193
3
0
194
Bc^
252
0
195
3
0
196
32
0
The EC3 is the character which would be entered
by pressing the COMMODORE key plus C. The
first four numbers turn out to be the beginning
and ending addresses of the cassette I/O buffer.
From this I would assume that the END OF TAPE
marker is simply an additional 191-byte block
written after the file. It seems to have no ter-
minating effect while data is being read. I suspect
that the END OF TAPE marker has an effect only
if encountered while the 64 is searching for a file
with a specific name.
Well, that's about all the experimenting we
have space for in this column. In next month's
column we will continue with a few more experi-
ments on the cassette, then look into the disk
drive. ©
COMPUTE! is looking for
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and games for the
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SPIRALIZER
Chayim Avinor
Based on geometrical principles, tliis program uses
high-resolution grapliics to let i/oii create some dazzling
patterns. A screen menu makes it very easy to use.
Written for the Apple II, versio>is are also included for
the VIC, 64, Atari, and Color Computer.
"Spiralizer" is a program for making patterns on
the high-resolution screen of the Apple II. It makes
patterns very much like those made on the non-
computer game called Spirograph, which has
tooth wheels of different sizes. However, the
spiralizer can create a far greater number of
combinations.
The patterns are actually made by two radii -
one of them is turning around a stationary or
linearly moving center (depending on your input),
and the center of the other radius is the free edge
of the first one.
You are given control of the relative speed
and length of the radii and some additional handy
features.
Running The Program
After typing RUN and RETURN, you are asked to
type in the relative speed between the two radii.
This is actually the number of loops the pattern is
going to have. You can choose an answer between
-50 and 50. If you type 4 and RETURN, your pat-
tern will have four complete loops. If you type -6
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side of the pattern.
Use the back arrow to delete a character. If
you simply press RETURN without typing in a
number, the program will default to a value of 5,
and will print it on the menu. Large numbers
cause the program to draw straight segments,
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A pattern with three loops is easily under-
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The second number you are asked to enter is
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the first input, you can simply press RETURN
and take the default value of 35.
Next you are asked for the spin. An answer
larger than 1 will make the pattern rotate while it
"Spiralizer," Atari version.
182 COMPUTE! October 1983
A)wther variation available in "Spiralizer," Apple version.
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12" Green $89.00
NEC 3S5aPmiMTEF9. . . S-l 799
p E R c a IV1/TA N cro IVI
omvE
5'A"320K Floppy $279 00
10 Meg Hard $1495.00
AMDEK
310A Amber Monitor $169.00
DXY 100 Plotter $599.00
Color II $399.00
AST
Combo Plus CALL
Mega Plus CALL
Mega Pack CALL
I/O Plus CALL
PROFESSIONAL
SOFT\A/ARE
PC Plus Word Processing ...S319.00
MICRO PRO
Word Slar/Mail Merge $319.00
IntoStar $299.00
Spell Stat $159.00
CallSlar $ 1 59,00
MICROSTUF
Crosstalk $139.00
MICROSOFT
Multiplan $199.00
ASHTON-TATE
D-Base II $419.00
lUB
EasyWntor II $209.00
EasySpeller $1 29.00
EasyFiler $ 1 29.00
CONTINENTAL
SOFTWARE
1 SI Class Mail/Form Letter , , .$B9.00
The Home Accountant Plus . ,.S109,(Xi
SYNAPSE
File Manager SI 19.O0
LOTUS
123 $369.00
PFB
APRLE IBIV1
File $69.00 $99.00
Report $69.00 $89.00
Graph $89.00 $99.00
Write n/a S99.00
KRAFT
IBM JoysUCk $55.00
ISM Paddles $39.00
QUAD RAM CALL
^SANVO
SANYO
MBC-5SS $795.00
MBC-1000 ,...$1599.00
MBC-1 60 Drive $539.00
PR5500 Letter Quality Pri nter . . . S699 00
PRINTERS
EPSON
MXaO FT, MX10O CALL
RX80 CALL
FXeO. FX1 00 CALL
OKI DATA
82, 83, 84 CALL
92. 93 CALL
STAR
Stic 80 $169.00
Gemmt 10 $299.00
Gemini IS $479.00
Serial Board $75.00
SIVIITH CORONA
TP-1 $469.00
TP-2 CALL
Tractor Feed . $1 29.00
C.ITOH
Gorilla $209.00
Prowriter 851 OP $379.00
Prowriter 1550P $689.00
Starwriter F10-40P $1149.00
Printmaster F10-55P $1569.00
Tractor Feed SI 09.00
□ lABYUVRITER
2000 Letter Ouality $1149.00
2 500 ...."r«EW CALL
Tractor Feed $109.00
OIABLO
620 $949.00
630 $1769.00
lOB
Call for ALL Configurations on
lOS PRISM PRINTERS.
NEC
8023 $399.00
7710/7730 $2149.00
3510/3530 S1S4S.00
HEWLETT
PACKARD
m
IPai CV. . . SS09.CX]
HP 7B S7'4a.OO
HP41C $146-00
HP IOC $52.00
HP11C $69.00
HP 12C $92.00
HP ISC $92-00
HP 16C $92.00
For HP41/41CV
HPIL Module $99. OO
HPIL Cassette or Printer. ... $359.00
Card Reader $1 44.0O
E)Ctenrl4d Functions Module.. .$64.00
Time Module $64.00
Ti-4a
COMPACT
COMPUTER
$S19
TIMEX
SINCLAIR *3g^^
lOOO
leKMamory $44.95
2040PrinIer $99. 95
Vu-Calc $17.95
Check Book Manager $13.95
Organizer -- $14.95
Budgeler $13.95
Slock Option $14.95
Loan & Mortage Amorlnor. ..$12.95
Mindware Printer $99.00
PC-1 SODA
POCKET
COMPUTER
S16S.OO
pc-nesoA sss.ao
1 25 Prinler/M icro Cassette ... S 1 29,00
150 Prinler/Plottor/Ca5sette...$172.00
151 4K RAM $55.00
152 Cassette Recorder $62.00
1 55 8K RAM $94.00
158 8K RAM Battery .$1 29.00
161 leKRAM $139.00
CABLES a CaiMNECTIONB
PRINTER CABLES
Atari to Parallel 529.00
Atari to Serial $29.00
Apple lo Parallel S69.00
Apple to Parallel/Graphics.. . $99. OO
Apple to Serial $89.00
IBM to Parallel 535-00
IBM to Serial ...52900
Parallel to Parallel $2900
Serial to Serial S29.00
Grappler Plus $129.00
PK ASO S 1 39,00
Atari to Modem Cable $29.00
CBM 64 lo IEEE Board $79.00
Apple flO Column Cartf 51 59.00
CBM Pet to Parallel S99.0O
CBM Petto Serial $89.00
REAOY FORMS
1or2"Address Lab©lsn"ract.Feed)..$9.95
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ACE 1000 Color Computer
ACEl 1 00 Drive SCovsr lor ACE 1000
ACE 1 200 Computer with Disk Drive
ACE PRO PACK:
ACE 1000. 0*9I( Drive,
80 Coiumn Card. ACECalc £
ACEWrrter il
MICRO-SCI
Apple & Franklin
\2 S249.00
140- S349.00
H70 S459.00
D2 Conlroller S79 ,00
:47 Coivlroller S89,00
RANA
Elite I |Apple/Franl(l>n) S279.00
Elite II (Apple/Franklin) CALL
Elite III (Apple/Franklin) CALL
VISICORP
FOR APPLE. IBM 4 FRANKLIN
Visidei SI 69,00
Visitile 5189.00
Visipiot SI 59.00
Visiterm, Se9.00
Visitrend/Plot S229.00
VisiSchedule S229.00
Desktop Plan SI B9.00
Visicalc {Apple. CBH. IBM)-.. SI 79,00
Visicorp pnces forlBMmayvfltvslightly.
Letter Perfect Apple ....SI 09. 00
Data Perfect Apple .S75.00
AXLON
Apple/Franklin 128K Bam ...S299.00
Apple/Frankirn Ram Disk. ..S729,00
MPC
ButXlisk(l28KNDnVolitare).. S649-00
JOYSTICKS
Vt/ICO
Joystick S21 .95
Famous Bed Ball S23.95
Pov»er Gf ip S2 1 ,95
Three-Way Deluxe. S22.95
Atari/VIC Trackball S34.95
Apple Trackball .859,95
KRAFT
Atari Single Fire SI 3.00
Alan Switch Hitter S16.00
Apple Joystick S44.00
Apple Paddies S39.00
S commodore
CBM
B03S
APPLE/FRAIMKUIN
1. ChOplilter $27.00
2. Bank Street Writer S55.00
3. PFS: File S89.00
4. Visicalc S179.00
5. Home Accountant S55-00
B. Zaxxon S29 .00
7. Most Amazing Thing S28.00
B. Visitile S189.00
9, Fathoms 40 S 1 9 .00
I 0. Deadline $35.00
It . PFS: Beport $89.00
12, Zork III S29.00
1 3, Ffogger $24.00
14. Pacemaker $24.00
15. Snooper Troops «1 S32.00
16. Delta Drawing . , S35.00
17. Castle WoKenstine S24.00
IS, Wayout $29.00
19, Canyon Climber $19.00
20 Bandits S26.00
CBM6<4
VIC SO
GAUL aiv
Exacutiva B4 Porcabia
1 520 Color PrinlBr/PtDttor ... SI 69.00
152S SO Colurrin Printer $219.00
1526 S319-00
1 530 Datasette S6B.0O
1541 Single Disk Drive $249,00
1600 VIC Modem $59.00
1650 AD/A A Modem $S9.00
1701 14' Color Monitor $249.00
Pat 64 S569,00
Pet 4032 S599.0O
CBM 8032 S599.00
Super Pet $999.00
Bl 28-30 S769.00
BX256-80 $969-00
2031 S299.00
4040 $699 .00
8050 $949 ,00
8250 S1199.00
9060 $ 1 999. 00
9090 S21 99.00
4023 - S379.00
6400 .$1 399.00
54 K Upgrade S269 00
Spell Master $149,00
Z-Ram $549,00
Silicon OflicB $749.00
The Manager $209,00
Soft Rom SI 29.00
Jinsam CALL
PRaFESSiONAL
SOFT\A/AnE
Word Pro 2 Plus SI 59.00
Word Pro3 Plus S1B9.00
Word Pro4 Plus $279. OO
Word Pro 5 Plus S2 79.O0
IntoPro SI 79.00
Administrator S399.00
Power S79.00
Word Pro 64 Plus $65.00
CARDCO
Light Pen S32-00
Cassette Interface S29-00
Parallel Printer Interface $69.00
3 Slot Expans. Interface (20). , .S32 00
6 Slot Expans. Interlace (20)... S79. 00
C.M.O.
CBM B«*
1 . Word Pro 64 $65.00
2. Jumpman $29,00
3. Gort (20/641 SI 4.95
4.MicrospecDataBase64 ... $69.00
5. Logo 64 S39.00
6. Microspflc Gen. Ledger64 . . . S79.00
7. Zork III $29.00
8. Frogger (641 $23.00
9. Quick Brown Fox 1 20/64) ...$49.0O
10. Shamus $29.00
1 1 . Deadline $29.00
12. Assembler 64 S14.9S
13. Zork II t29.0Q
14. 3-D Man $14.00
1 5. Protector S32.0U
1 6. Starcross $29. OO
17. Easy Mail 64 $14.95
18. Grave Robber $11.00
19. Wall Street $19.00
20. Trash Man $32.00
put;er
ORO
ATARI HOME COMPUTERS
ATARI 400 ,-^™™™™.™._^ ™
A
\ I ATARI
*'* YourFINAL PRICE afterREBATE
when purchased with
package as shown.
ATARI 400 & 410 Recorder Package
YOU PAY S1 73.00
You Get ATARI REBATE $50.00
YOUR TOTAL COST SI SS-OO
Retail Value of ATARI 410 $100.00
Net Cost of ATARI 400 $29.00
CALL FOR PRICING ON
THE ENTIRE ATARI XL LINE!
1010 Program Recorder S74.00
1 020 40 Col . Printer/Ptotter . . . S249.00
102 5 80 Col, Printer S449.00
1027 Letter Quality Printer ...$299,00
1050 Disk Drive 1379.00
850 Interlace -SI 69.00
1030 Direct Connect Mod em .. .CALL
CX30 Paddles SI 2.00
CX40 Joystick SB-00
CX42 Remote Joystick CALL
CX77 Touch Tablet S69.00
CXBQ Trak Ball .- $49.00
CX85 Keypad SI 05 .00
CX418 Home Manager S69.00
CX488 Communicator II ,,. ,$229.00
KX7a98 Atari Accountant , , . $209.00
KX7101 Entertainer S69.00
KX7102 Arcade Champ $75.00
DISK DRIVES FOR ATARI
AT88-S 1 $369.00
ATBB-Al $299.00
AT88-S2 $569 00
ATBB-S1 PO S469.O0
AT88-S2 P D $669 .00
AT88-DDA $1 39.00
AT44-S1 $579.00
AT44'S2 $969,00
TEXAS INSTRUMENTS DRIVE
TX 99-S1 S349.0O
RAIMA
1000 Atari Disk Drive .
$319.00
ALIEN
^tari Voice BoJi $11 9.00
Apple Voice Box . .- $149.00
MEIVianY
Axlon 32K Ram $59.00
Axlon 4aK Ram $99.00
Axlon i2eK Ram S299.0O
Intec 32K Board $59.00
Intec 48K Board $85.00
Intec 64K Board |400 only) . . . $99.00
Intec Real Time Clock S39.0O
INNOVATIVE CONCEPTS
Fllp-n-Flle 10 S4.00
Fhp-n-Flle 50 $19.00
Flip-n-Flle 400/800 Cart SI 9. 00
FLOPPY DISKS
MAXELL
MD-1 $32.00
MO-2 $44,00
FD-1 (B'( $40.00
FD-2(B" DD( $50.00
ELEPHANT
S'/."'SS SD SI 6. 95
5Vt"' SS DD S24.95
5V. ■ DS DD S29.95
VEPBATUIVI
SV. ■ SS DD $26.00
5V." DSOD $36.00
HEAD
Disk Head Cleaner SI 4.95
TOP SO
I . Donkey Kong $39.
I.Zaxxon $29.
3. E.T. Ptione Home S39,
4. Miner 2049ar $35
5. Dig Dug $33,
6. Choplitler S29,
7. Donkey Kong, Jr S39
8. Canyon Climber $25
9. Snooper Troops #2 S34
10. Word Wizard $59
I I , Picnic Paranoia .....,.-. .$34
12. Jumpman $29
13. Shamus $34
14. Letter Perfect $109
15. File Manager BOO $69
16. Prepple $24
17. Astro Chase S25
ie. Blade/Black Hole $27
19. Pac Man $33
20. Baja Buggies S25
ATARI
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37
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^ ^^ ^ ^ ^ ^ ^ A
Crush . Crumble* Chomp, . .
Wayoul
Zork II
V.stcalc S
Atari Writer
Three Little Pigs
Upper Reachesof Apshai
Starbowl Football
Orelbs
Projector
Frogger.. - . , .
Lunar Leeper
Wizard of Woi
Kindercomp
Moori Shuttle
Home Accountant
Temple of Apshai
Spell Wizard
Nautilus-
O'Riley's Mine
' W M M
is drawn, and, of course, the number of loops will
change. You can choose between 1 (no spin) and
18. When spinning, the lines remain smooth and
curvy, but it takes more time to draw the complete
pattern. If you decide to quit while a pattern is
being drawn, press any key and the program will
return to the menu. To escape from the program,
use RESET.
Added Features
Now things become more complicated. You are
asked, "MOVEMENT OR DECREMENT (M/D)?"
If you choose M, the whole pattern will move
while it is being drawn. If the spin is 1, the pattern
will be drawn five times while it moves. If the
spin is greater than 1, the pattern will move until
it finishes rotating. If the spin is greater than 1
but less than 9, you will not be asked for this
input.
Pressing D will cause the pattern to decrease
in size while being drawn. The rules here are the
same as above. If you press RETURN, the default
value is NONE, and none of the above actions
will take place.
Last, you are asked if you want to clear the
screen. If you decide not to, then the new pattern
64 Notes
Gregg Peele, Editorial Prcgrammer
Like the Apple, Atari, and Color Computer,
the Commodore 64 is capable of high-
resolution graphics. Unlike those computers,
however, there are no specific commands in
the 64's standard BASIC to create graphics
on the high-resolution screen. At the time of
this writing, the Video Support Package car-
tridge promised by Commodore is not yet
available. We are left with a system of com-
plex POKEs and formulas to accomplish
simple hi-res graphics on the 64.
Program 5, the Commodore 64 version,
consists of routines to plot points, draw lines,
and clear the hi-res screen. All these routines
are in machine language and are accessed
with the SYS command. The hi-res screen in
these programs is located at 8192 ($2000) and
may be accessed from BASIC by tw^o POKEs:
POKE 53272,PEEK(53272)OR 8
POKE 53265,PEEK(53265)OR 32
These POKEs put the screen in bitmap mode
with a 320 x 200 high-resolution screen.
To access the plot routine, LOAD and
RUN Program 5, and set up a BASIC program
which begins with the two POKEs previously
mentioned. Next, POKE the X coordinate
into 53242. If the X coordinate is greater than
VIC, Atari, And Color
Computer Notes
Patrick Parrish, Editcnal Programmer
To create different spiral patterns with
"Spiralizer," you must first type in several
variables (speed, radius, etc.). Try different
values for these variables or simply press
RETURN (ENTER on the Color Computer)
to use default values.
For the VIC version of Spiralizer, you
need the Super Expander cartridge. With
this version, you can overlay as many as five
spiral figures on the high-resolution graphics
screen. The Atari and Color Computer ver-
sions allow you to overlay as many patterns
as you wish.
As with the Apple version, the Atari
and VIC versions let you return to the be-
ginning of the program by pressing any key
if you are not pleased with the patterns being
drawn.
255, then POKE 53243 with 1 and POKE 53242
with X- 256. If the X coordinate is less than
256, then POKE 53243 with 0. Now POKE
the Y coordinate of the point into location
53240 and POKE a 0 into location 53241. Fi-
nally, SYS to location 49710 and your point
will appear on the screen. To clear the screen,
merely SYS 50039 and all points plotted will
vanish. If you want to return to text screen,
POKE 53272,21 and POKE ,53265,27.
If you want to draw a line between two
sets of coordinates, then POKE the first end-
point coordinate (XI) into 53220. As before,
if the coordinate is greater than 255, then
POKE 53221 with 1 and POKE 53220 with
Xl-256. If XI is less than 256, then POKE
53220,X1 and POKE 53221,0. POKE the first
Y coordinate into 53222 and POKE 53223
with 0. The coordinates of the other endpoint
are now POKEd in starting with X2. If X2 is
less than 256, then POKE 53224,X2 and POKE
53225,0. If X2 is greater than 255, then POKE
53224,X2-256and POKE 53225,1. POKE Y2 into
53226 and POKE 53227 with 0. Once you have
these coordinates in memory, use SYS49152 to
plot your line on the high- resolution screen.
To use "Spiralizer" on the 64, run Pro-
gram 5 and then Program 6. Program 6 does
all these POKEs for you and will create end-
less variations of designs for you on the high-
resolution screen.
186 COMPUTE! October 1983
Switchable g^eplate"
locks out the diagonals
[GREAT FOR MAZE GAMES!)
PRECISELY.
THE REASON
WHY YOUR
NEXT 'STICK'
SHOULD BE
ARCADE-STYLE JOYSTICK
The Prostick " features left/right hand fire buttons
Full five year limited Marrenty
Now available! — Prostick HE for Colecovision™
DIVISION OF CALTROni
BISHOP, CA 93514 [408] 358-3430
DEALER INQUIRIES INVITED
Ateri, Commodaro, TiutaB Instruments and Colecovision ars trademarks
respectively of Warner CammunlcationSt Inc., Commodore, Inc., Texas
Instruments and Coleco
LEARN
TO TYPE
OR GET
BLOWN
TO BITS.
,«^*.
MasteiType™ makes typing a blast.
Now there's a typing program for the Apple "i. Atari " '
and IBM PC, that dares to be fun. And now it's avail-
able for the Commodore 64™ 2. It's Masterlype. A combi-
nation of fast-action blow 'em up video games with the
best instructional programs available. The result? Highly
motivating and enjoyable learning.
Masteif/pe is educations' favorite.
In fact, it's the best selling educational program to-
day And that's no surprise. Reviewers agree. lnfoWorld"3
wrote :
"We had fun reviewing it, and we highly recommend
it to those who want to learn typing in an uncon-
ventional but motivating way."
lnfoWorld'3 also went on to rate Masterlype as
"excellent" in all four of its categories.
MasteiType teaciies your fingers to fly.
Masterlype. With 18 explosive learning levels, you'll
either learn to type or get blown apart.
39.95 (49.95
All require disk
32K for Atari"!
48K for Apple "1 ,— ,,im-
64K for IBM PC, |w||^Si#^^^l^rta So***^"^.
64K for Com-
modore 64 "'s
MIC"
f^ja^O^
OS
SIS
s|8
will be drawn on the previous one. This feature
allows you to make overlays of patterns.
For a nice sample, I suggest you try the fol-
lowing inputs: for speed, enter 7; for radius, 50;
for spin, 18; then choose M for movement and
clear the screen.
Experiment with different values, and you'll
see some stunning designs.
Program i: Splralizer -Apple Version
10 ONERR GOTO 90
60 Rt = CHR* <B): HCOLaR= 3:H* = "
" + R* + R* + R« + R*
70 HQHE : HSR
80 VTAB 9: HTAB 15: FLASH : PRINT "SPI
RALIZER": NORMAL
90 POKE - 16368, 0:Z = 5: HTAB 1; VTAB
21: PRINT "SPEED <-50,50)? ";: BOSUB
380: K = Z
100 IF Z < - 50 OR Z > 50 THEN 90
110 K = K - 1
120 Z = 35: PRINT "RADIUS <1,60)? " ; :
GOSUB 380 :R = Z
130 IF Z < 1 OR Z > 60 THEN VTAB 22:
BOTD 120
140 R = R + 13;S = 1
150 Z = 1: PRINT "SPIN (1,18)? "j: GOSUB
380
160 IF Z < 1 OR Z > 18 THEN VTAB 23:
BOTD 150
170 A=1/Z:IFZ>1 AND Z < 9 THEN
240
180 SM = 1:M = 2; PRINT "MOVEMENT OR DE
CREMENT CH/DJ? "H*;
190 GET X*: IF X* = CHR* (13) THEN M =
0;SM = 0: PRINT "NONE";: BOTO 240
200 IF X* = "M" THEN SM = 0: GOTO 230
210 IF X* = "D" THEN M = 0! GOTO 230
220 GOTO 190
230 PRINT X$;
. 240 VTAB 21: HTAB 24: PRINT "CLEAR (Y/
N)? "H*;: BET T*: IF TS < > "N"
THEN PRINT "YES": TEXT : CALL 62450:
HGR
250 IF T* = "N" THEN PRINT "NO"
260 W = 1;Z = 139: IF M = 2 THEN Z = 80
: IF A = 1 THEN W = 5:M = 1:Z = 12
2
270 IF SM - A = 0 THEN W = 5
280 IF A < 1 THEN K = K + A
290 C = 0.001: IF A < 1/9 THEN M = M /
2:C = C / 2
300 J = R: I = 79 - R
310 HPLOT Z,0
320 REM -MAIN LDOP-
330 FOR T = 0 TO 6.2831 / A » W STEP 0
. 06283 :F = PEEK C - 16384): POKE
- 16368,0: IF F > 127 THEN 90
340 IF SM THEN J=R»S;I=79*S-
J:S = S - C
350 HPLOT TO Z + T « M - SIN (T) * J
+ SIN <T « K) « 1,79 - COS (T) «
J - COS (T « K) * I: NEXT
360 GOTO 90
370 REM -INPUT SUBROUTINE-
380 L0 = 0:L1 = l:Bt = ""
390 PRINT Ht; : GET AS
400 IF A* = "-" AND L0 = 0 THEN PRINT
A*;:B« = A$:L0 = 1:L1 = 2: GOTO 39
0
188 OOMPUTt! October 1983
410
420
430
440
450
460
470
IF A* = CHR* (13) AND L0 > 0 THEN
Z = VAL (B«): PRINT : RETURN
IF A* = CHR* (13) THEN PRINT Z: RETURN
IF A* = R* AND L0 > 1 THEN PRINT
AS;:B* = LEFT* (B*, LEN (BS) - 1)
: L0 = L0 - 1 : GOTO 390
IF At = R» AND L0 = 1 THEN PRINT
A*;:B* = "":L0 = 0: GOTO 390
IF L0 > LI THEN 390
IF A* < "0" OR A* > "9" THEN 390
PRINT A«;:B* = B* + A*:L0 = L0 + 1
: GOTO 390
Program 2: Spiralizer - vie version
100 IF FL=1 THEN: GRAPHIC 4
110 FL=1 J PRINT" {CLRl": POKE 36879 , 28: PRINT
"{DOWN} {3 RIGHT} EYELIu
t3 RIGHT}-114 SPACES } - "
120 PRINT" [3 RIGHT}-[PUR}T2 SPACES }SPIRAL
IZER{2 spaces] {YEL}-":PRINT" (3 RIGHT}
-{14 SPACES}-"
130 PRINT" {3 RIGHT}J
140 POKE198,0:Z=1;PRINT"{2 DOWN }{ RED } HOW
(SPACEJMANY SPI RAL" : PRINT "FIGURES {l-
5) ?{4 SPACES} {3 LEFT}"; :GOSUB550:F=Z
150 IF F<1 OR F>5 THEN PRINT"{4 UP}";:GOT
O 140
160 FORP=lTOF: PRINT" {down} {CRN } SPIRAL FIG
URE #";P: GOSUB 690
170 FOR I=7TO0 STEP-1:FORJ=1TO50:NEXT J:P
OKE 38680, I: NEXT I
180 Z=5 : PRINT "{ OFF } {BLU] {down} SPEED (-50,
50) 7{4 SPACES} {3 LEFT }";: GOSUB 550:K
(P)=Z
190 IF Z<-50 OR Z>50 THEN PRINT"{2 UP)";:
GOTO 180
200 kCp)=k(p)-i
210 Z=35: PRINT "{down} RADIUS (1,60) ?
{4 SPACES} {3 left}"; : GOSUB 550:R(P)=Z
*7
220 IF Z<1 OR Z>60 THEN PRINT" {2 UP}";:GO
TO 210
230 S=l
240 Z=l: PRINT" {down} SPIN (1,18) 7
{4 SPACES) {3 LEFT}"; :GOSUB 550
250 IF Z<1 OR Z>18 THEN PRINT" {2 UP}";:GO
TO 240
260 FOR 1=8120 TO 8163: POKE I,32:NEXT I
270 A(P)=1/Z:IF Z>1 AND Z<9 THEN PRINT"
{2 DOWN}": GOTO 3 50
280 SM(P)=1:M(P}=2:PRINT"{D0WN}M0VEMENT /
DECREMENT {2 SPACES} (M/D) ?{5 SPACES}
{4 LEFT}";
290 GET X$:IF X$="" THEN 290
300 IF X$=CHR5(13) THEN M( P )=0 :SM(P }=0:PR
I NT "NONE": GOTO 3 50
310 IF X5="M" THEN SM(P)=0;GOTO 340
320 IF X5="D" THEN M(P)=0:GOTO 340
330 GOTO 290
340 PRINT X?
3 50 PRINT" {12 UP}":NEXT P:C5=INT(RND (0 )*6
)+2
360 FOR P=l TO F
370 W=1:Z=400:IF M(P)=2 THEN Z=401:IF A(P
)=1 THEN W=5:M(P)=1:Z=370
380 IF SM(P)-A(P)=0 THEN W=5
390 IF A{P)<1 THEN K(P)=KCP)+A(P)
Finally! An Affordable FuH-Size, Full-Feature PRINTER
For your VIC-20®, C-64® ^^ $229.95 ! !
ATARI®
Centronics Parallel Types
And RS-232 Serial Types
FEATURES:
• Full graphics capability.
• In the graphic mode, a column of
graphic data can be repeated as many
times as you want with a single command.
• Double width character output under
software control (5 char, per inch).
• Print position addressable by character
or dot (positioning control).
• Graphic character and double width
character modes can be intermixed on
a single line.
• Automatic printing. When the text
exceeds the maximum line length no
data is lost due to overflow.
• Self-test printing mode.
• Paper width is adjustable up to 10 inches.
Standard plain paper.
• 50 cps print speed.
• 80 characters per line.
• 5 X 7 dot matrix.
• Full 2 yr. Warranty.
• Foreign character sets
For U.S., U.K., Sweden, and Germany.
BASIC PRINTER
(Requires one
Option Betow)
Any of these Options allow you to connect and print- cables included.
APROPRINT-2064™ (pictured) . . . .Add: $35.95
For Commodore VlC-20 & C-64 - Cableincluded.
APROPRINT-4080™ Add: $45.95
For all Atari Computers - Cable included.
APROPRINT-1000™ Add: $29.95
RS-232-Serial - Name your computer
APROPRINT-8000™ Add: $29.95
Centronics type Parallel - Name your computer
ADD: $8.00 shipping (cont. USA), $25.00 (Canada, HI, AK)
(All other foreign orders Add $55.00 (shipped by Air)
The ONE VIC-20® Memory Expansion Board that DOES IT ALL!
Maxi mum Memory allows you to use more power! u I programs for;
• EDUCATION • ENTERTAINMENT • MAIL LISTS
• BUSINESS APPLICATIONS • FINANCIAL RECORDS
innnsTiCHKiuicT
RAMAX
Very lo* ._
pow«r UMge
requrresoa
extern al
power sourcfl'
TO ORDER:
Send Check or Money Order For the Total
Calif, residents add 6% tax .
Or Contact your Local DeaJer
Phone orders Call (805) 482-3604
VSM I Alt Prices U.S. Dollars
DEALER INQUIRIES WELCOME
High reli3Wify
gcM plated
conrWdWSl
WE SERVICE WHAT WE SELL
VIC-20 & Commodore-64 a^e registered
trademail^s of Comrrwdofe Intofnationa).
Atari is a trademarK of Atari lr>c.
APROPOS TECHNOLOGY
1071 -A Avenida Acaso
Caniarillo,CA 93010
A pflflect invesJmanl lo grve your lanvty and yoursaH
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The ease af opef aiion. me neal aopeaiance, and the
feat POWER rt adds lo ycxjr VIC a! I^I5 low ckm
makes il a MUST lor every V>C home'
SPECEAL LOW PRICE'
Only $124.95
Pfkce iciudes siipp*^ ard ha/tdling wflpi'^
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1 0 DAY MONEY-BACK GUARANTEE
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coTK^tior^ rof your mofiey b*c*
RAMAX Jr. ■
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memofy'
Special Only $109.95
Shipping Included
To atiuBl the loul memory ol RAAAAX'you wouM
tiave lo buy a 1 6k P^temoTy Expaj-ison. PLUS an Bh
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Tweda'moEMerU^a/d". WtTh RAMAX- youtuyfus)
ONEpwca alABOUTHALFTHEPRICEi
FIAIIAX - FMturet ITN] Sp«cHlcBtlanE:
• Adds up TO B full 2Tn ^es ol addibondl RAM to
Ihe standard VIC-20's ifHemal RAM trf 5k
• Buirt-io swrtcti allows User setedion of any com-
binalnnof S areas Of RAM fTwmory':
BLKl {3H Adr 9192-16383
BLK 2 (Bk Adr I63fti 24575)
BiK3 {Bk Adi, 24S76-32767]
BLKb [Mr 40960-49151. aUows/disalkuws
ShnOMgam&s)
RAM Iph; Adr. \Q2*-A0SSi
RESET" (Resets computer wrthoul power rfl/ml
• QuiK-m^leclrtcalFuseta protect equipmeni
■ Two (2) ftiiiensiofi ooooeaofs aUxr*! ANV addi-
tooal cartndges and^tx devices deSigrted Sx ttv
VIC expansion port
■ Very low poww consumpion I 1753mpu3uBl|
• High irebabitoty Q04d-plaled corirwclors aje dfr-
• Comptelet^jerBbng Manual
• 5 montti parts ar>d labor warranty 10 orgmal
purchase'
• Factory service
'Many VIC-M canndgos and programs require cw-
tair COntigLiralions ol H» memory [I. cCo*ia«nOflfT»B
wril of>ly rur^ ofi Ihe unokpondod VIC while dUkhs.
Tsquite Ihe uflpef pomion ol ti\a cxparxJed rrkomoryl
With HAMAX" you l^ve swilch&s Ihal lum-ofi and
turnofl portions of the memory lo pro^nJo the tight
area of memory - all wrthExn pi jggrrig Dr unplugging
irasoeasyl
New Product!
APROSPAflD~04'^ Gryes your Commodore 64 rul exparYlabiiqy Tha
supert>ly dcs^rvKj expansion modulo pliJQS into the 64 a gra'ssyou 4 swilctuible (linQTy or if) ar^
c^mDcfiatiOfileipdrtsioncorviecTors'pHjsiusepretea^ort-pii^arKelliuttDni iyih'£69.95
Shtpp4i>g Includtd
L APROPOS TECHNOLOGY
400 C=.001:IF A(P)<l/9 THEN MCP)=M( P J /2 :C
=C/2
410 J=R{P) :I=400-R(P)
420 GRAPHIC 2: COLOR l,2,C5,C5
430 POINT C5,125+(Z+100)/1.3,130
440 FOR T=0TO 6 . 283I/A( P ) *W STEP .06283
450 IF PEEK(198)<> 0 THEN 100
460 IF SM{P) THEN J=R{ P ) *S : I=400*S-J : S=S-
C
470 X=125+(100+Z+T*M{P)-SIN(T)*J+SIN(T*K(
P))*I)/1.3
480 Y=520-COS(T)*J-COS(T*K(P) )*I
490 IF X<0 OR Y<0 THEN 650
500 DRAW 1 TO X,Y:NEXT
510 NEXT PrGOSUB 690
520 GET R$:IF R$ = "'" THEN 520
530 GOTO 100
540 REM -INPUT ROUTINE-
550 L0=0:L1=1;B$=""
560 GET A$:IF A$="" THEN 560
570 IF A5="-" AND L0=0 THEN PRINT A$;:B$=
A$:L0=1:L1=2:GOTO 560
580 IF A$=CHR${13) AND L,0>0 THEN Z=VAL(B?
) : PRINT: RETURN
590 IF A$=CHR5{13) THEN PRINT ZsRETURN
600 IF A5=CHR$(20) AND L0>1 THEN PRINT A?
; : B$=LEFT$ ( B$ , LEN ( B$ ) -1 ) : L0=L0-1 ; GOTO
560
610 IF A$=CHR$(20) AND L0=1 THEN PRINT A$
; :B?="":L0=0:GOTO 560
620 IF L0>LI THEN 560
630 IF A$<"0" OR A$>"9" THEN 560
640 PRINT A$r :B?=B?+A?:L0=L0+1:GOTO 560
650 REM ERROR TRAPPING ROUTINE
660 GRAPHIC 4:PRINT"{CLR}E2 DOWNjCOORDINA
TES ARE OUT {3 SPACES} OF RANGE"
670 PRINT" {2 down} TRY ANOTHER FIGURE ":PRI
NT"t2 DOWN} RETURNING TO MAIN MENU"
680 FOR 1=1 TO 4000: NEXT: GOTO 110
690 F0RV=15 TO 0 STEP - . 5 : SOUND245 , 0, 0 ,0,
V: NEXT: RETURN
Program 3: Spiralizer- Atari version
KHiHMHJISSagai;
100
110
120
130
140
150
160
170
180
190
200
210
220
230
□LOR 2,0,0:SETCOL
ION 0,5iPRINT #6;
Z E R";FOR 1=1 TO
DIM fl*<3) , X»<4>
GRAPHICS 2:SETC
OR 0, •?, 10: POSIT
"SP I RAL I
750:NeXT I
OPEN «1 , 4, 0, "K: "
GRAPHICS B:COLOR 1 : SETCOLQR 2,0,
0
? CHR* ( 125) ; : G
POKE 656,0: POKE
ed (-50 to S0)?
";:GOSUB 450: K=
IF Z<-50 DR Z>5
<UP>"; :60T0 140
K = K-1
G=3: 2=35: PRINT
?<:3 SPACES><3 L
R = Z
IF Z<1 OR Z>60
" : GOTO 170
R=R+13: S=l
Z=1:PRINT "Spin
{3 SPACES>C3 LE
IF Z< 1 OR Z>1B
":60TD 200
A=l/Z: IF Z>1 AN
SM=1 :M=2: PRINT
ement <C/E)?t4
4:Z=5:P0KE 752,0:
657,2:PRINT "Spe
iZ SPACES! t3 LEFT>
Z
0 THEN PRINT "
"Radius (1 to 60)
EFTJ " ; : 60SUB 450:
THEN PRINT
up;
c 1 to 18) ?
FT> " ; : EDSUB 450
THEN PRINT "{2 UP3
D Z<9 THEN 290
"Movement or Deer
SPACES><:4 LEFT>";
A siiiilnirst of color am be slvii in the VIC vursion of
"Spiralizer,"
240 BET #1 , X: X«. = CHR* ( X ) : IF X = 155 THE
N M=0: SM=0: X*="None" : ? X*;:60T0
290
250 IF X*="M" THEN SM=0:GOTO 280
260 IF X*="D" THEN M=0:GOTO 2S0
270 GOTO 240
280 PRINT X*;
290 POKE 656,1:PDKE 657,24:POKE 752,
1:PRINT "Clear (Bi/C:)7<:3 SPACES>
{3 LEFT>";
300 GET #1 , V: A*=CHR* (V) : IF A*<>"N" T
HEN GOSUB 550: GOTO 320
310 PRINT "No";
320 W=1:2=139:IF M=2 THEN Z=B0:IF A=
1 THEN W=5: M= 1 : Z=122
330 IF SM-A=0 THEN W=5
340 IF A<1 THEN K=K+A
350 C=1.0E-03:IF A<l/9 THEN M = li/2:C =
C/2
360 J=R: I=79-R
370 PLOT Z+20,0
380 REM -MAIN LOOP-
390 FOR T=0 TO 6.2831/A«W STEP 0.062
83: IF PEEK (764) <255 THEN POKE 76
4,255:G0T0 140
400 IF SM THEN J=R*S : I =79«S- J : S=S-C
410 TRAP 420;DRAWTO ( Z+T « M-S I N ( T ) * J +
SINCT«K)«I)+20,79-COS(T)«J-COS(T
*K) «I
420 NEXT T
430 GOTO 140
440 REM -INPUT SUBROUTINE-
450 ZL=1
460 GET #1,V:IF V0155 THEN 500
470 IF ZL=1 THEN ? Z : RETURN
480 SI6N=1 : IF' A* < 1 , 1 ) ="-" THEN A*=A*
(2) : SIBN=-1
490 Z=0:FOR 1 = 1 TD LEN ( A* ) : Z = Z * 1 0 + AS
C (A* ( I ) ) -48: NEXT I:Z = SIBN»Z:? :R
ETURN
500 IF V=126 THEN IF ZL>1 THEN ZL=ZL
-1:PRINT CHR« ( 126) ;: GOTO 460
510 IF (V<4a OR V>57) AND V045 AND
V046 THEN 460
S20 IF ZL=G THEN 460
530 PRINT CHR* (V) ; : A* ( ZL) =CHR* (V) : ZL
= ZL+1
540 GOTO 460
190 COMPUTE! October 1983
AARDVARK L.T.D.
TRS-80 COLOR COMMODORE 64 VIC-20 SINCLAIR/TIMEX
TI99/4A
QUEST - A NEW IDEA IN ADVENTURE
GAMESI Different from all the others.
Quest is played on a computer generated
map of Alesia. Your job is to gather men
and supplies bv combat, bargaining, expfor-
ation of ruins and temples and outright
banditry. When your force is strong enough,
you attack tJie Citadel of Moorlock in a
life or death battle to the finish. Playable
in 2 to 5 hours, this one is different every
time. TRS-80 Color, and Sinclair, 13KVIC-
20, Extended BASIC required for TRS-80
Color and TI99/A. $19.95 each.
32K TRS 80 COLOR Version $29.95 .
Adds a second level with dungeons and
more Questing,
n
Tamer ^-^^1^
WIZARDS TOWER - This is very similar to
Quest Isee above). We added wizards, magic,
dragons, and dungeons to come up with a
Quest VMith a D&D flavor. It requires 16k
extended color BASIC. 13k VIC, Commo-
dore 64, TRS-80 16k Extended BASIC,
TI99/A extended BASIC. S19.95 Tape,
$24.95 Disk.
Authors — Aardvark pays the highest com-
missions in the industry and gives programs
the widest possible advertising coverage.
Send a Self Addressed Stamped Envelope
for our Authors Information Package.
ZEUS — It's fast and furious as you become
the WIZARD fighting off the Thurderbolts
of an angry ZEUS. Your Cone of Cold will
destroy a thunderbolt and your shield will
protect you — for a while. This is the best
and highest speed arcade action we have
ever done. Difficulty increases in wave after
wave, providing hours of challenging fun
and a game that you may never completely
master. Commodore 64, Vic20 1 16k ex-
pander), and 16k TRS-80 Color Computer.
(ALL MACHINE CODE!)
$24.95 tape $29.95 disk. (Tape will not
transier to disk.)
SEAWOLFE - ALL MACHINE CODE In
this high speed arcade game, you lay out
patterns of torpedoes ahead of the attacking
PT boats. Requires Joysticks, at least 13k
RAM, and fast reflexes. Lots of Color and
Sound. A fun game. Tape or Disk for Vic20,
Commodore 64. and TRS-80 Color. NOTE:
tape will not transfer to disk I
$24.95 Tape - $29.95 Disk.
ADVENTURESf!!
The Adventures below are written in BASIC,
are full featured, fast action, full plotted ad-
ventures that take 30-50 hours to play. (Ad-
ventures are interactive fantasies. It's like
reading a book except that you are Ihe main
character as you give the computer, com-
mands like "Look in the Coffin" and "Light
the torch.")
Adventuring requires 16k on Sinclair,
and TRS-80 Color. They require 8k on OSl
and 1 3k on V IC-20. Now available for TI9g.
Any Commodore 64.
$19.95 Tape ~ $24.95 Disk.
ESCAPE FROM MARS
(by Rodger Olsenl
This ADVENTURE takes place on the RED
PLANET. You'll have to explore a Martian
city and deal with possibly hostile aliens to
survive this one. A good first adventure,
PYRAMID (by Rodger Olsen)
This is our most challenging ADVENTURE.
It is a treasure hunt in a pyramid full of
problems. Exciting and tough !
Dungeons of Death - This is the first D&D
type game good enough to qualify at Aard-
vark. This is serious D&D that allows 1 to 6
players to go on a Dragon Hunting, Monster
Killing, Dungeon Exploring Quest. Played
on an on-screen map, you get a choice of
race and character (Human, Dwarf, Soldier,
Wizard, etc.), a chance to grow from game
to game, and a 15 page manual. 16k Ex-
tended TRS-80 Color, 13k VIC, Commo-
dore 64. At the normal price for an Adven-
ture (19.95 tape, $24.95 disk), this is a give-
away.
Dealers — We have a line of about 100 origi-
nal programs for the machines listed here.
We have High speed Arcades, Quality Ad-
ventures, Word processors and Business
Software for Small machines. Better yet,
we have excellent Dealer support. Phone for
information.
Send $1 .00 for Complete Catalogue - Please specify system on all orders - $2.00 Shipping Charge on each order
AARDVARK L.T.D.
2352 S. Commerce, Walled Lake, M! 48088 / (313) 669-3110
Phone Orders Only: (800) 624-4327
Phone Orders Accepted 8:00 a.m. to 4:00 p.m. EST. Mon.-Fri.
Byte Book Club "
FORMERLY COMPUTER PROFESSIONALS' BOOK CLUB
INTRODUCING THE UNIX
SYSTEM. By H. McGilton & R.
Morgan. 256 pp., SO illut. soft. This
book helps you over the initial hur-
dles of learning this new and pow-
erful computertool — even if you
have never used the Unix system or
penetrated any of its literature.
450/013 S18.95
OPERATING SYSTEMS By H,
Lorin & H. iVl. Dietel
582354-3 S24'.95
MICROCOMPUTER GRAPH-
ICS AND PROGRAMMING
TECHNIQUES. By H. Katzan, Jr.
240 pp.. lOOiltus. and tables. Here's
a stimulating introduction to com-
puter graphics for small com-
puters. It covers all the advances to
date in color coding and computer
graphics technology and — best of
all — it's written for information
professionals who can't draw] In-
cludes actual graphics programs
worth hundreds of dollars!
582576-7 S18.95
MINICOMPUTER AND MI-
CROPROCESSOR INTERFAC-
ING. By J, C. Cluley. 266 pp.. 73
illus. and tables. Unless you are
content to have your information
processing system simply talk to it-
self, you need the intense coverage
of interfacing provided so bril-
liantly by this compact volume. In
addition to discussing the logical
design of interfaces assembled from
small-scale integrated circuits, the
book gives you a lucid picture of the
interface packages designed for mi-
croprocessor systems and the way
in which they are used.
582585-6B $27.50
(Counts as 2 of your 3 books)
ASSEMBLERS, COMPILERS,
AND PROGRAM TRANSLA-
TION By P. Calingaert
582110-9 S24.95
INTERFACE PROJECTS FOR
THE TRS-80 By R, C, Hallgren
582466-3 $18,95
PROGRAMMING WITH ADA:
An IiitRMluction By Means of
Gi^ck,iatetl ExatnplB By P. We<]-
ner
789/24X $19.95
AN INTRODUCTION TO VISI-
CALC^ MATRIXINC FOR AP-
PLE* AND IBMF. By H. Anbar-
lian. 252 pp., illus.. softcover.
Enables you to use VisiCalc ma-
trixes— also known as templates and
models — to put your Apple or IBM
personal computer to productive
use almost immediately. It de-
scribes the actual process of devel-
oping matrixes for such applica-
tions as expense vouchers, price/
earnings ratios, payrolls, stock
portfolios, and more.
016/054 122,95
TALKING COMPUTERS AND
TELECOMMUNICATtONS.
By J. A. Kuecken, 23? pp., 94 illus.
A look at a future that's already
upon us — and a guide to help you
put this exciting technology to
work for youl Coverage ranges
from the basic techniques of te-
lephony to linear predictive cod-
ing, both the hardware and soft-
ware techniques used in Moser
encoding, and the problems of
speech recognition,
582801-4B $26.50
(Counts as 2 of your 3 books)
APPLE PASCAL GAMES By D.
Hergert and J. T. Kalash. 371 pp..
illus., softcover. Most fun any-
body's had with an Apple since
Eve! These 27 games range from
the simple to more advanced
games such as Numconvert,
Wumpus, and Biackbox.
582521-X S19.95
POWERFUL
POWERFUL
SAVINGS!
Take any 3 books for only
$d|00
each*
Values up to $79.90
LEARNING WITH LOGO By D.
H, Watt. 230 pp., spiraibound.
softcover. Makes LOGO come
alive! This introductory Byte Book
teaches basic LOGO program-
ming, offers numerous fascinat-
ing projects that reveal the pow-
erful ideas underlying this dynamic
language, and shows how to avoid
common bugs and pitfalls,
685/703 $14.95
MICROPROCESSOR APPLI-
CATIONS HANDBOOK. Ed-
ited by D. F. Stout. 472 pp., 284 il-
lus. This BIG book on SMALL chips
will help you make your systems
timely, versatile, and cost-effec-
tive. The 16 expert contributors
provide in-depth treatments of both
hardware and software so you can
completely analyze, design, con-
struct, and program.
617/988B $39.95
(Counts as 2 of your 3 books)
COMPUTER PERIPHERALS
FOR MlNICOMPinERS, MI-
CROPROCESSORS, AND PER-
SONAL COMPUTERS By C. L.
Hohenstein
294/518 $23.95
THE SMALL COMPUTER
CONNECTION: Networks for
the Home and Office. By N. L.
Shapiro. 256 pp. Shows you how to
use existing hardware and soft-
ware to link your small computer to
other computers — large and small —
and to a vast universe of databases,
564/124 $15.95
ELECTRONICS ENGINEERS'
HANDBOOK. 2/e By D. C. Fink
& D, Christiansen
209/812A $79,90
(Counts as 3 of your 3 books)
STRUCTURED PROGRAM-
MING: Tlieory and Pracdoe By R.
C. Unger, H. D. Mills & B. I. Witt
788/S37B $26.95
(Counts as 2 of your 3 books)
DATA COMMUNICATIONS
FOR MICROCOMPUTERS:
With Practical Applications
and Experiments By E. A. Ni-
chols. J. C. Nichols, and K.R. Mus-
son. 352 pp., 103 illus. If your mi-
cro lacks the "installation support"
needed to establish data com-
munications between equipment
within a system as well as be-
tween separate systems, you'll
welcome this information-packed
guide! It covers everything from
corvstructing a simple cable to
writing 1/0.
464/804 $16.95
Z80 USERS IHANUAL. By J.
Carr. 326 pp.. with diagrams, charts,
and tables. Takes you through every
opportunity the ZAP can offerl It
covers Z80 pin definitions, CPU
control signals, support chips, in-
terfacing peripherals, and much
more.
582336-5 121,95
THE BUSINESS GUIDE TO
SMALL COMPUTERS By L.
Calmus. 230 pp., 22 illus. Written
by a long-experienced computer
consultant, this is a treasury of in-
formation on both hardware and
software — requirements, costs,
maintenance, implementation,
and systems design.
096/627 $19.95
MICRCXIOMPt/TER INTERFAC-
ING By B- Artwick
789/436B $28.00
(Counts as 2 of your 3 books)
ELECTRONICS DICTIONARY.
4/eflyJ. Markus
404/313B $32.95
(Counts as 2 of your 3 books)
MICROPROCESSOR DATA
BOOK. By S. A. Money. 350 pp.,
220 illus. A truly awesome collec-
tion of data about virtually every
Chip available today!
427/062B $42.50
(Counts as 2 of your 3 books)
ANNOUNCING: The Most Important Computer Handbook
Ever Published!
The McGRAW-HlLL COMPUTER HANDBOOK.
992 pp.. 475 illus., edited by Harry L. Helms, with
over 24 world-reknown contributors, is by far the
most useful and comprehensive reference yet
designed for today's computer user. Crammed
with easy to get at information, ranging from
design concepts to programming techniques,
from data bases to interfacing, networking,
speech synthesis and recognition to mention just
a few of hundreds of entries, this one volume
reference does it all — in language and
presentation everyone can understand.
Invaluable for home, office, and school use, The
Computer Handbook "can be helpful to users in
solving many mysteries, while opening new doors
for exploration and serving as a continuing
reference," writes Thomas C. Bartee of Harvard
University.
279/721A S79.50
(Counts as 3 of your 3 books)
3 books for only $1.00 each ... if you join now for a trial period and agree to purchase three more
books — at handsome discounts — during your first year of membership. (Publishers' prices shown)
PRINCIPLES OF INTERAC-
TIVE COMPUTER CltAPH-
1C5. By W. M. Newman and R.
Sproull. 2nd Ed.. 544 pp., illus.Now
in a revised, updated Second Edi-
tion, this volume has long been THE
standard source of information for
designers! Now, as before, it is ut-
terly comprehensive and up to the
minute in its coverage.
463/3878 S35.50
(Counts as 2 of your 3 books)
VIC 20 PROGRAMMER'S
REFERENCE GUIDE By A.
Finkel
582736-0 316.95
MICROCOMPUTER BUY-
ER'S GUIDE, 2/e. By T.
Webster. 351 pp., UO illus. soft-
cover. In one handy source — all
the facts you need to pick the right
small computer for your needs! In
addition to guidance on selecting
any micro or software package,
the book has an illustrated survey
of each of more than 500 micro-
computers and microcomputer
systems from some 180 major
suppliers.
689/598 SI 9.95
WORD PROCESSING BUY-
ER'S GUIDE. By A. Naiman. 340
pp. aius. Here is a personal guide
that leads you out of the jungle of
competing word processors. Which
one is best for you? Find out BE-
FORE you buy!
458/693 SI 5.95
TRS-80 GRAPHICS FOR THE
MODEL 1 AND MODEL Hi By
D. Kater and S, Thomas. 204 pp.,
88 Was. While this Byte Book is
tailored to the TRS-80, it is appli-
cable to almost any personal com-
puter since it is written in stan-
dard Microsoft BASIC.
333/033 S14.95
HANDS-ON BASIC For the
IBM Personal Computer By
H, Peckham. 308 pp., spiral-
bound, softcaver. Learn BASIC
programming right at the com-
puter! Step by step, this manual
gives you hands-on experience
with BASIC through a series of
guided activities. Each of the 12
chapters requires at least one hour
at the computer and at least one
hour studying the text.
49-1/78X S22.95
HANDS-ON BASIC FOR THE
Atari 400/800/1 2XL By H.
Peckham
491/941 S19.95
APPLE PASCAL: A Hands-On
Approach. By A. Luehrmann and H..
Peckham, 426 pp.. spiralbound. Fi-
nally— a how-to-use-PASCAL book
for Apple computer users that
makes a complete language as easy
as (forgive us!) applesauce. Takes
you from "total ignorance" all the
way up to a very impressive com-
petence in the use of that rather
complex language, PASCAL.
491/712 S18.95
THE C PRIMER. By I. Hancock
& M. Kreider. 256pp.. 25 illus.. soft-
bound. This is the only book on the
market that describes the C lan-
guage clearly and simply from the
novice's point of view.
259/SlX S14,95
HOW TO BUY (AND SUR-
VIVE!) YOUR FIRST COM-
PUTER By C.N. Kolve
351/309 S14.95
SOFTWARE DEBUCCINC FOR
MICROCOMPUTERS By R. Bruce
582075-7 $18,95
MICROPROCESSOR-BASED
ELECTRONIC GAMES: De-
sign, Programming, and
Troubleshooting. By W.
Buchsbaum and R. Mauro. 293 pp..
illus., softcaver. Turn your TV into
a home arcade with the first tech-
nical guide dedicated to fun'.
087/229 S9.95
I— Consider tKese Byte Books as well!— r
MICROCOMPUTER OP-
ERATING SYSTEMS By M.
Dahmke
150/710 S16.95
TRS-80 GRAPHICS FOR
THE MODEL 1 AND
MODEL III By D. Kater & S.
Thomas
333/033 S14.95
THREADED INTERPRE-
TIVE LANGUAGES By R. G.
Loeliger
383/60X S20.75
THE BRAINS OF MEN
AND MACHINES By E, W.
Kent
341/230 S20,95
BASIC SCIENT1RC SUB-
ROUTINES, Vol. II By Dr.
F. R. Ruckdeschel
542/0238 S26.95
(Counts as 2 of your 3 books)
CIARCIA'S CIRCUIT CEL-
LAR, Vol. 2 By S. Clarcla
109/63X S15.95
BYTE BOOK OF PASCAL
By B. W. Liffick
789/673B S27.50
(Counts as 2 of your 3 books)
BASIC SCIENTIFIC SUB-
ROUTINES, Vol. I By Dr, F,
R. Ruckdeschel
542/01 5B S27.95
(Counts as 2 of your 3 books)
CIARCIA'S CIRCUIT CEL-
LAR, Vol. HI By S. Garcia
109/656 S15.95
MICROCOMPUTER DISK
TECHNIQUES By P. Swan-
son
625/824 $15.95
BUILD YOUR OWN Z-80
COMPUTER By S. Ciarcia
109/621 Si 8.95
Why YOU should join the Byte Book Club" now!
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m
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BYTE BOOK CLUB;" P.O. Box 582, Hightstown, New Jersey 08520
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570
580
REM -TEXT WINDOW WRITE-
GRflPHICS a:SETCDLOR 2,0,0
PRINT "Bpeed= '■ ; K + 1 : ? "Radius=";R
-13:? "Spin=" ; Z; POKE 752,1:PRINT
"Movement or Decrement (E;/E)=";
X$ •
RETURN
Program 4:
Spiralizer - Color Computer Version
10 CLS 0
20 PRINT3200, "SPIRALIZER" ;
25 FDRT=1TO1000: NEXT
30 CLS 3
35 K = 5
40 INPUT "SPEED < -50 TO 50>";K«
41 K=VALCK*)
42 IF K«=""THEN K=5
45 IFK<-50ORK>50THEN40
47 K=K-1
48 R=35
50 INPUT "RADIUS <1-60)";R*
51 R=VAL(R«)
52 IF R*=" "THENR=35
55 IF R<1 OR R>60 THEN50
57 R=R+13:S=1
60 INPUT "SPIN 1-18"; Z*
61 Z=VAL(Z«)
63 IF Z*=""THENZ=1
65 IF Z<10R Z>1BTHEN 60
70 A=l/ZsIF Z>1AND Z<9THEN200
80 SM=1:M=2
85 INPUT "MOVEMENT OR DECREMENT " j X*
90 IF LEFT* < X*, 1 ) <>"M" ANDLEFT«(X*,
1 ) <>"D"THENM = 0; SM = 0 ; PR I NT : PR I NT
"NONE" ; :GOTO200
95 IF LEFT*(X*, 1 )="M"THENSM=0:eOTOl
90
100 IF LEFT*<X*, 1 )="D"THENM=0:GDTO1
90
190 PRINT X*
200 print: input"clear (y/n)";t*
205 if left* <t«, 1 ) <>"n"thenprint"ye
s"? :e=0:remput clear of hires
210 if left* (t*, 1 ) ="n"thenprint"no"
{26 spaces:-
220 w=1:z=139:if m=2 then z=b0:if a
=1 THENW=5: M=l: Z=122
230 IF SM-A=0THENW=5
235 IF A<1THENK=K+A
238 C=0. 00 1: IFA< 1 /9THENM=M/2 : C=C/2
240 J=R; I=79-R
250 X0=Z: Y0 = 20{:10 SPACES>
260 REM MAIN LOOP
270 FDR T = 0 TO 6.2831/A*W STEP '0.06
283
280 IF SM THENJ=R«S : I =79«S-J : S=S-
C
290 X1=Z+T»M-SIN «T> «J+SIN<T«K) «I
i9 SPACES!
300 Yl=79-COS(T) *J-COB<T«K) «I; Y1=Y1
+ 20
310 GOSUB 1000: X0=X1 : Y0=Y1
320 NEXT
330 A*=1NKEY*:IF A*=""THEN330
340 GOTO30
1000 SCREEN 1 , 1
1010 IF LEFT* (T*, 1 ) ="Y"ANDE=0THENPC
LS: E=l
1020 LINE (X0, Y0) - (XI , YD , PSET
1030 RETURN
1W COMPUTE! October 1983
"Spiralizer." Color Computer version.
Program 5:
Plot And Drawto Routine (64 Version)
by Gregg Peeie, Editoriol Programmer
10 1=49152 :CK=0
20 READA:CK=CK+A:PRINT"[CLR)",-CK:IF A=256
THEN40
30 POKE I,A;I=I+1:G0T0 20
40 IFCK0167356 THENPRINT" ERROR IN DATA S
TATEMENTS"
49152 DATA 173,234,207,141,236,207,173
49160 DATA 232,207,141,238,207,173,235
49168 DATA 207,141,237,207,173,233,207
49176 DATA 141,239,207,173,236,207,56
49184 DATA 237,230,207,141,240,207,173
49192 DATA 237,207,237,231,207,141,241
49200 DATA 207,176,24,173,240,207,73
49208 DATA 255,141,240,207,173,241,207
49215 DATA 73,255,141,241,207,238,240
49224 DATA 207,208,3,238,241,207,173
49232 DATA 238,207,56,237,228,207,141
49240 DATA 244,207,173,239,207,237,229
49248 DATA 207,141,245,207,176,24,173
49256 DATA 244,207,73,255,141,244,207
49264 DATA 173,245,207,73,255,141,245
49272 DATA 207,238,244,207,208,3,238
49280 DATA 245,207,56,173,236,207,237
49283 DATA 230,207,141,192,207,173,237
49296 DATA 207,237,231,207,13,192,207
49304 DATA 240,15,144,24,169,1,141
49312 DATA 222,207,169,0,141,223,207
49320 DATA 76,169,192,169,0,141,222
49328 DATA 207,141,223,207,76,169,192
49335 DATA 169,255,141,222,207,141,223
49344 DATA 207,56,173,238,207,237,228
49352 DATA 207,141,193,207,173,239,207
49360 DATA 237,229,207,13,193,207,240
49368 DATA 15,144,24,169,1,141,246
4937S DATA 207,169,0,141,247,207,76
49384 DATA 224,192,169,0,141,246,207
49392 DATA 141,247,207,76,224,192,169
49400 DATA 255,141,246,207,141,247,207
49403 DATA 173,230,207,141,248,207,1-73
49416 DATA 228,207,141,250,207,173,231
49424 DATA 207,141,249,207,173,229,207
49432 DATA 141,251,207,56,173,244,207
49440 DATA 237,240,207,141,211,207,173
49448 DATA 245,207,237,241,207,13,211
49456 DATA 207,176,15,173,240,207,141
49464 DATA 252,207,173,241,207,141,253
ADVERTISEMENT
Orange Plus Educational News located at 23801 Qilabasas Road/Suite 2050/Calabasas, CA91302/|213] 999-5210
Legal Apple'"'^ Compatible
New Computer runs CP/M & Apple'''' Software
CALABASAS — Now instrunlors tan
teach Apple-type programs such as
LOGO in one class Jind professional-style
word processing in another without any
hardware changes. Dual microprocessors
(Z80-A & 6502, two cDinputers in one
case), with the radical new Orange Plus
development the "EuroROM", allows the
machine to read/ write/work with Apple-
type software as well as CP/M programs
and access either CPU via the keyboard.
The "ORANGE+TWO""' is a brand
new direction in the evolution of the per-
sonal computer. ORANGEFORTH-83, a
derivative of Fig-FORTH — a readily
available public domain language, is resi-
dent in the ROM*. Also included is CP/M
3.0, Digital Research's latest CP/M ver-
sion. There is also a built-in disk drive
controller for two Apple-type drives, a
cassette interface, joystick port.colorgra-
phics and ASCII keyboard with numeric
keypad. For expert word processing, the
keyboard features upper and lower case
(lower case characters are true descen-
ders) with auto repeat.
This new breed of computer is a break-
through for educators and school systems
ihrnughoul the world. The ability to run
both Apple-type and CP/M software on
the same machine relieves financially-
pressed educators from expensive equip-
ment burdens, allowing them to spend
more money where it counts,.. on the
teachers.
•Aviiihililfi nil tlisk (11 oxliiii CDSI.
THE LEASING
ALTERNATIVE
CALABASAS — Through select leasing
companies, Orange Plus Computer
Systems will offer the following lease
programs to qualified corporations and
educational institutions: An "ORANGE+
TWO'"' computer with a green monitor
and one disk drive for only $59.55 per
month. . .36 month closed end lease. Also
included is a full maintenance program
and all revisions and upgrades that may
be available during the term of the lease.
Subject tn credit approval. Call for
additional information.
DISTRIBUTORS:
CALL (213) 999-5210
CALABASAS — Due to the tremendous
amount of individual inquiries and dealer
applications, qualified stocking distribu-
tors are needed. Select areas available!
MORE FOR LESS
The "ORANGE +TWO""' fi4K computer includes these standard features:
Built-in CP/M 2.2 compatibility no charge
Digital Research's CP/M 3.0 no charge
Built-in disk drive controller for two Apple-type drives no charge
Numeric keypad with separate return key no charge
110/220 volt switch selectable power supply, 50-60 Hz no charge
Full function ASCII keyboard with auto repeal no charge
Cassette interface no charge
Fully grounded metal base plate no charge
Adjustable audio volume control no charge
ORANGEFORTH-83, ZflO-A FORTH language, resident in ROM ... no charge
Z80-A CPU, a second computer no charge
6 slot double sided logic board no charge
Bank switchable RAM, fully socketed, expandable to 256K no charge
Programmable 2764 EPROMs no charge
TOTAL: "ORANGE+TWO'"' $1095.00
Comporc t/u!,s(! features inc.luckd on (he "ORANGE+TWO"" with the competi-
tion's over S2000 for equivoJeni /)roduct.
MORE PRODUCTS FROM ORANGE PLUS COMPUTER
SYSTEMS TO ENHANCE YOUR "ORANGE+TWO""',
APPLE ll/ll PLUS, OR FRANKLIN ACE 1000
Disk-based ORANGEFORTH-83 language with full documentation .... $99,95
Digital Research's" CBASIC with disk and documentation $49,95
Orange Plus KoalaPad" Touch Tablet w/Micro Illustrator™ $124.95
Orange Plus Joystick (works on "ORANGE+TWO". Apple II, II+, & //e| $29,95
Orange Plus self-centering joystick $39.95
10MB (Formatted] 5V4" half-height Winchester Hard Disk Drive $1495.00
Controller & Interface for Hard Disk** $395.00
■■JiitJuclfs everything Jtuciwsary [o be JnslaMed in "Ormngu+Two", Appk or FrntiMin Oimiiuter
The above are suggested retail prices. Prices may vary from state to state.
Collins International Trading Corporation,
23801 Calabasas Road, Suite'2D50, Calabasas, CA. 91302
(213)999-5210
49472
DATA
49480
DATA
49488
DATA
49496
DATA
49504
DATA
49512
DATA
49520
DATA
49S28
DATA
49536
DATA
49544
DATA
49552
DATA
49560
DATA
49568
DATA
49576
DATA
49584
DATA
49592
DATA
49600
DATA
49608
DATA
49616
DATA
49624
DATA
49632
DATA
49640
DATA
49648
DATA
49656
DATA
49664
DATA
49672
DATA
49680
DATA
49688
DATA
49696
DATA
49704
DATA
49712
DATA
49720
DATA
49728
DATA
49736
DATA
49744
DATA
49752
DATA
49760
DATA
49768
DATA
49776
DATA
49784
DATA
49792
DATA
49800
DATA
49808
DATA
49816
DATA
49824
DATA
49832
DATA
49840
DATA
49848
DATA
49856
DATA
49864
DATA
49872
DATA
49880
DATA
49888
DATA
49896
DATA
49904
DATA
49912
DATA
49920
DATA
49928
DATA
49936
DATA
49944
DATA
49952
DATA
49960
DATA
49968
DATA
49976
DATA
49984
DATA
49992
DATA
50000
DATA
50008
DATA
50016
DATA
50024
DATA
50032
DATA
50040
DATA
207,76,40,193,173,244,207
141 , 252 , 207 , 173 , 245 , 207 , 141
253,207,173,252,207,141,254
207,173,253,207,141,255,207
56,173,252,207,237,244,207
141,211,207, 173,253,207,2*^7
245 , 207 , 13 , 211 , 207 , 208, 17
173,255, 207, 74, 141 , 161, 207
173,254,207,106,141,160,207
76,104,193,173,255,207,74
141,227,207,173,254,207,106
141,226,207,173,252,207,13
253,207,240,27,173,253,207
48,22,24,173,160,207,109
240,207,141,160,207,173,161
207,109,241,207,141,161,207
76,142,193,76,45,194,56
173,1*0,207,23 7,254,207,141
211,207,173,161,207,237,255
207,13,211,207,144,38,56
173,160,207,237,254,207,141
160, 207 , 173 , 161 , 207 , 237 , 255
207 , 141 , 161 , 207 , 24 , 173 , 248
207,109,222,207,141,248,207
173 , 249 , 207 , 109 , 223 , 207 , 141
249,207,24,173,226,207,109
244, 207 , 141 , 226 , 207 , 173 , 227
207 , 109 , 245 , 207 , 141 , 227 , 207
56,173 , 226 , 207 , 237 , 254, 207
141,193,207,173,227,207,237
255 ,207,13,193,207, 144, 38
56,173,226,207,237,254,207
141,226,207,173,227,207,237
255,207,141,227,207,24,173
250 , 207 , 109 , 246 , 207 , 141 , 250
207,173,251,207,109,247,207
141,251,207,32,46,194,206
252,207,173,252,207,201,255
240,3,76,104,193,206,253
207,76,104,193,96,173,251
207,240,8,173,250,207,201
65,144,1,96,173,248,207
201,199,144,1,96,173,249
207,240,1,96,173,250,207
141,212,207,173,251,207,141
213,207,173,248,207,141,214
207 , 173 , 249 , 207 , 141 , 215 , 207
173,215,207,74,141,217,207
173,214,207,106,141,216,207
173,217,207,74,141.217,207
173,216,207,106,141,216,207
173,217,207,74,141,217,207
173,216,207,106,141,216,207
173,213,207,74,141,219,207
173,212,207,106,141,218,207
173,219,207,74,141,219,207
173,218,207,106,141,218,207
173,219,207,74,141,219,207
173,218,207,106,141,218,207
173,214,207,41,7,141,220
207,173,216,207,10,46,217
207,10,46,217,207,10,141
210,207,46,217,207,173,217
207,141,211,207,173,210,207
10,46,217,207,10,46,217
207,109,210,207,141,216,207
173,211,207,109,217,207,141
217,207,173,216,207,10,46
217,207,10,46,217,207,10
46,217,207,141,216,207,173
218,207,10,46,219,207,10
46,219,207,10,46,219,207
141,218,207,24,173,216,207
109 , 218 , 207 , 141 , 208 , 207 ,17 3
217,207,109,219,207,141,209
207 , 24, 173 , 220, 207 , 109 , 208
207,141,208,207,169,0,109
209 , 207 , 141 , 209 , 207 , 24, 169
32 , 109 , 209 , 207 , 141 , 209 , 207
173,208,207,133,251,173,209
207,133,252,173,212,207,41
7,141,225,207,56,169,7
237,225,207,141,225,207,169
0, 141 , 206 , 207 ,56,173, 225
207,45,206,207,206,225,207
16,245,160,0,177,251,13
206,207,145,251,96,169,147
32,210,255,169,0,162,0
157,0,32,157,0,33,157
0,34,157,0,35,157,0
36,157,0,37,157,0,38
157,0,39,157,0,40,157
0,41,157,0,42,157,0
43,157,0,44,157,0,45
157,0,46,157,0,47,157
0,48,157,0,49,157,0
50,157,0,51,157,0,52
157,0,53,157,0,54,157
0,55,157,0,56,157,0
57,157,0,58,157,0,59
157,0,60,157,0,61,157
0,62,157,0,63,232,208
157,169,16,162,0,157,0
4,157,0,5,157,0,6
157,0,7,232,208,241,96,256
Pragram 6: Spiralizer - 64 Version
Translated by Gregg Peele, Editorial Programmer
10 POKE53281,l:PRINT"{CLRJ{9 DOWN}
{7 RIGHT}";
20 PRINT"{BLK} £2 SPACES }UCCCCCCCCCCCCCCCI"
30 PRINT" 1 9 SPACES }_B{ 15 SPACES }B"
40 PRINT" {9 SPACESJB12 SPACES} SPIRALIZER
{3 SPACES }B"
50 PRINT" [9 SPACES }b{ 15 SPACES }B"
60 PRINT" [9 SPACES }Bf 15 SPACES }B"
70 PRINT" {9 SPACES } JCCCCCCCCCCCCCCCK "
80 PRINT" [7 down} {12 RIGHTjPRESS SPACE";;
POKEl 98 , 0 ; FORT=lTO300 tNEXT
100 WAIT197,64,64;POKE53 272,21;POKE53 265,
27 ; PRINT" {CLR}";
50048
DATA
50056
DATA
50064
DATA
50072
DATA
50080
DATA
50088
DATA
50096
DATA
50104
DATA
50112
DATA
50120
DATA
50128
DATA
50136
DATA
50144
DATA
50152
DATA
50160
DATA
50168
DATA
50176
DATA
50184
DATA
50192
DATA
50200
DATA
50208
DATA
50216
DATA
50224
DATA
50232
DATA
50240
DATA
50248
DATA
50256
DATA
50264
DATA
50272
DATA
50280
DATA
50288
DATA
50296
DATA
50304
DATA
Complex designs are possible with "Spiralizer," 64 version.
196 COMPUTE! October 1983
UNICORN TREASURES
MAKE
LEARNING A PLEASURE
E^ch Unicom educational game teaches as it
entertains. AU our treasures have been developed
and tested at The Computer Learning Center for
Children. Written by experts who malte them
educational and fun, our games feature colorful,
high-resolution graphics, multiple difficulty levels,
beautiful music, and are completely user-friendly
with simple on-screen Instructions.
Unicorn's educational games are unique in their
flexibility. Parents will be delighted to be able to
use them year after year as their child's educational
needs change. No need to spend a lot of money on
software that children will master in a short time
and not use again. Our superior packaging will
protect our treasures for years to come.
10 LITTLE ROBOTS — Ages 2-7. The most
delight Tul way to introduce your young learner to
the computer. 10 Little Robots has four different
games to keep your child's avid attention. There is
upper and lower case letter recognition, counting
the robots, robot addition, and an interactive
storybook tale. The storybook tale introduces the
concept of subtraction and serves as a motiva-
tional tool for the beginning reader.
Available for Alar! 400/800/1200,
48K RAM and one disk drive.
Soon to be available for
Commodore 64 and IBM PC.
FLINBUNCH — The most flexible language arts
program on the market today. Available on three
levels, elementary (grades 1-6), intermediate
(junior high school), and college board
preparatory (high school). Each level includes
over 2000 words and phrases. Within the elemen-
tary level the word list can be accessed by grade.
The program also allows you to enter your own
words and phrases. You can adjust the length of
time the words and phrases are displayed on the
screen, malting Futibunch an excellent tool for
speed reading as well as remediation. There is a
built-in printer option which allows you to list the
vocabulary for further review. Funbunch also
contains a computer doodle drawing game for
creative fun. Please specify Funbunch (elemen-
tary), Funbunch (intermediate) or Funbunch (col-
lege board preparatory) when ordering.
SHIPS AHOY - Ages 5-13. Out-
standing graphics and sotind makes
this program an entertaining way
for children to practice their basic
math facts. The object of the game
is to sail your ship across the ocean
avoiding the treacherous mine hid-
den beneath the sea. Ships Ahoy
allows you to select beginner, inter-
mediate or advanced levels within
the four basic math functions. The
flexibiiily of this program lies in the
option of choosing to be timed or
not enabling the academically
talented student to practice speed
malh.
RACE CAR 'RITHMETIC"'-
Ages 5-Adtilt. .A math game that
the entire family can play together.
Each person can compete on their
own level in a race to the finish
Une. Children and adults alike will
have hour upon hour of education-
al fun together and can practice the
four basic math functions, each
choosing their own operation, dif-
ficulty level and optional time fac-
tor. Race Car 'Rithmelic fully
utilizes your Atari computer's
superb graphics and sound capabil-
ities. From 1 to 4 players.
Available at your local computer .store.
If you can't find them there, you can
order directly from Unicorn Software.
All programs 539.95, Please enclose
S2.(X) for .shipping and handling.
Visa and Mastercard welcomed.
Atari, Commodore 64, and IBM PC arc
Iradanarks of Atari Inc., Commodore
Electronics LTD and International Business
Machines Corp., respectively.
Cop>Tighi 1983 by Unicorn Sflfiwarc Company
.All rigtlts reserved
UNICORN
ssipirwaEii
DEALER INQUIRIES INVITED
UNICORN SOFTWARE
1775 East Tropicana Avenue
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(702) 798-2727 or (702) 798-3085
TM
110 Z=5 :PRINT"SPEED(-50 TO 50)7 ";"
[3 SPACES) {4 LEFT]"; :GOSUB500:K=Z
115 IFZ<-50OR Z>50 THEN110
125 K=K-1
127 Z=35; PRINT "RADIUS (1 TO 60)? ";"
{3 SPACES} [4 LEFT] "; :GOSUB500:R=Z
130 IFZ<1ORZ>60THENI27
133 R=R+13:S=1
135 Z=l : PRINT "SPIN (1 TO 18)? ";"
{3 SPACES} {4 LEFT}"; :GOSUB500
137 IFZ<10RZ>18 THEN135
140 A=1/Z:IFZ>1ANDZ<9THEN200
143 SM=1;M=2: PRINT "MOVEMENT OR DECREMENT
(SPACE) (M/D)? ";"{3 SPACES) {4 LEFT]";
145 GETX?:IfX$=""THEN145
148 IF X?=CHR$(13)THEN M=0: SM=0 : PRINT :PRI
NT "{DOWN) NONE"; :GOTO200
150 IFX5="M"THENSM=0:GOTO190
160 IF X$="D"THEN M=0:GOTO 190
170 GOT0145
190 PRINTX$
200 PRINT:PRINT"CLEAR {y/N)7
201 GETT$:IFT$= ""THEN 201
203 IFT?<> "N"THENPRINT "YES " : PRINT " { CLR) " ;
: s Ys aaoi s azr^^
205 IF T$="N"THENPRINT"NO" :SYS^9&SSSt>l^
210 W=1:Z=139:IF M=2 THEN Z=80iIF A=l THE
N W=5:M=1:Z=122
215 IF SM-A=0THENW=5
220 IF A<1THEN K=K+A
230 C=0.001:IF A<1/9THENM=M/2:C=C/2
240 J=R:I=79-R
250 X0=Z+20 :Y0=30:REM:SYS49152
260 REM MAIN LOOP
270 FORT=0TO6.2831/A*WSTEP0. 06283
280 IF SMTHENJ=R*S:I=79*S-J:S=S-C
290 X1=Z+T*M-SIN(T)*J+SIN(T*K)*I :Xl=Xl+2
0
300 Yl=79-COS (T) *J-COS (T*K) *I : Yl=Yl+30
308 GOSUB1000:X0=X1:Y0=Y1
310 NEXT :GOTO100
500 L0=0:L1=1:B$=""
510 PRINTH$;
520 GETA$:IF A$=""THEN520
530 IF A$="-"AND L0=0THENPRINTA$; :B$=A$ :L
0=ltLl=2 :GOTO510
540 IFA$= CHR$(13)AND L0>0THENZ=VAL(B? ) : P
RINT: RETURN
550 IF A?=CHR$C 13 )THENPRINTZ: RETURN
560 IF A$=R5ANDL0>1THEKPRINTA$; :B$=LEFT?C
B$,LEN(B$)-1 ) :L0=L0-1 :GOTO510
570 IF A?=R$AND L0=1THENPRINTA5 ; : B$=" " :L0
=0:GOTO510
580 IFL0>L1THEN510
590 IFA$<"0"ORA?>"9"THEN510
600 PRINTA$; :B$=B?+A$:L0=L0+1:GOTO510
900 POKE53272,21:POKE53265,27:PRINT"[CLR]
" ; : END
1000 POKE532 72, PEEK ( 53272 )OR8:POKE53265,P
EEK{53265)OR32
1005 X0=INT(X0):IFX0<=255THEN POKE53220,X
0:POKE53221,0
1010 IF X0>255THENPOKE53220, (X0-256) :POKE
53221,1
1030 POKE53222,Y0:POKE53223,0
1040 X1=INT(X1) :IFX1<=255THEN POKE53224,X
1:POKE53225,0
1050 IF Xl>255THENPOKE53224, (Xl-256):POKE
53225,1
1060 P0KE53226,Y1 :POKE53227,0
1200 SYS49152 : RETURN ©
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Commodore EXEC
Edwin King
There are times when you'd benefit from being able to
access subroutines directly from a disk file. They're not
in your program (taking up space), but they can be
accessed from a main program, executed, and then the
main program continues. Called the EXEC command
on those few versions of BASIC which have if, this
technique is worth adding to your programmer's bag of
tricks. For all Commodore machines. We'll go through
the process step by step so you can try the technique
and watch it in operation.
Here's a way to store all of your favorite sub-
routines on disk and have programs call them
when they're needed, without having to retype
or append or use up memory space.
The Technique
The idea behind the EXEC command (as found in
Applesoft BASIC; Commodore Microsoft has no
such thing) is to execute a subroutine from disk as
if it were typed directly into the computer. Just
call a command from the disk, in the form of a
character string, and start POKEing to the dynamic
keyboard.
For those not familiar with the dynamic
keyboard concept, let me review. Every time a
key is pressed, the computer stores the ASCII
code representation of it in a place called the
"keyboard buffer." It keeps doing this until you
press RETURN (which also goes into the buffer),
then it goes back to evaluate and execute what
you just typed in. Lest the computer forget some
of the things you typed, it also keeps track of how
many characters you typed before (and including)
RETURN.
Now, if we are in immediate mode, we can
make the computer think we typed something in
by PRINTing it, then RETURNing over what was
printed on screen. The dynamic keyboard routine
involves PRINTing a command on the screen and
then POKEing a few carriage returns (13) into the
buffer to make the computer think we typed in
the command and the carriage returns. This way
we only need to POKE one carriage return for
200 COMPUTE! October 1983
every line we want entered.
There are a few drawbacks to this system.
First of all, it only works in immediate mode, not
as an executing, RUNning program. So, we have
to PRINT the command and PRINT a GOTO to
get us back into the program. This requires the
cursor to be very carefully positioned each time
we execute a command - which means no PRINT
statements can be anywhere in our EXEC file.
Second, INPUT, INPUT#, GET, and GET# are
illegal in immediate mode and therefore cannot
be used in our EXEC file. And last, since typing
in a line with a line number causes that line to be
added to the program, our EXEC file will have no
line numbers. This means that any use of GOTOs
or GOSUBs will call lines in the program, not in
the EXEC file. Be very careful if you use these
commands.
The Program
"EXEC-file" was written on a VIC-20 and will also
run, as is, on a Commodore 64 (you may want to
change the "22" in line 85 to "40"). It can easily
be modified to run on other Commodore machines
(more on this later).
Lines Function
40-60 get input and store file to disk
70-100 call and execute the file
1000-1002 check for disk error
When creating an EXEC file, be sure to type
in the EXEC file commands loithout line numbers.
Numbers will almost guarantee a crash when you
later EXEC the file. The file-call routine (lines 70-
100) can easily be lifted and relocated to be used
in another program.
Modifications
Users of other Commodore machines should find
this program very easy to modify for their system.
There are only two changes to be made.
First, change the exit code (the key you press
to stop creating the file and get on to other things).
The exit code is in quotes on line 55; change the
prompt in line 40 accordingly.
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Next, the keyboard buffer and the "how-
many" (number of characters currently contained
in keyboard buffer) location are in different places
on different machines. The chart below should
assist you in changing this (in line 90).
VIC/64
Original
ROM PETs
BASIC
4.0 PETs
buffer 631-640 527-536
623-632
how-^nany 193 525 158
Thus, on a PET 4032, line 90 would become:
90 POKE 623,13:POKE624,13:FOKE625,13:POKE
626,13:FOKE158,4:STOP
VIC and 64 owners may also wish to make
the print color the same as the screen color before
calling this routine, so the user is unaware of the
EXEC taking place on screen.
Testing The EXEC
The program here contains both the filemaking
and EXEC routines. To test the EXEC function,
you must first answer YES when asked if you
want to "Create A File?" and then type something
like A = 51 :B = 1 7:F$ = "Mirabelle" or whatever
you want to pass to the program from the disk. It
could be a POKE to change screen color or to
change the character set, anything you like.
Then, the special file will be on your disk
under whatever name you gave it during the
filemaking phase. To try out the file, RUN the
program again, but answer NO when asked if
you want to create a file. This time, the program
will move down to line 70 and EXEC the file. When
you use the EXEC function in a program, you'll
probably want to replace F$ in line 70 with the
actual name of the file you want to EXEC: OPEN2,
8,2, "NAME, U,R". The technique oi adding a string
to a quoted name (F$ + ",LJ,R") is the way to
specify variable file names, but in a real program
you'll know in advance the file name that you
intend to EXEC.
Pay special attention to the key in quotes in
line 55. If you are using a PET/CBM, for example,
you'll want to change this to the back-arrow key
or something. PET/CBM has no function keys so
you could never signal the end of your INPUT
when creating an EXEC file.
EXEC-file
REM *COMMODORE*
REM *EXEC-FILE*
K$="":A$="":F$=""
INPUT"lCLR)l2 DOWNlCREATE A PILE";A$
INPUT" {2 DOWNIfILE NAME";P$
IFLEFT$ ( A$ , 1 ) <> "Y"THEN70
-w REM**CREATE EXEC FILE **
40 PRINT" {CLRH3 D0WN}£rVS}{6 SPACES}F1
TO end!? spaces}"
202 COMPUTE! October 1983
10
15
20
25
30
35
38
45 OPEN2,8,2,"@0:"+F$+",U,W":OPEN15,8,15
:GOSUB1000
50 GETA$:IPA$<>""THENPRINTft$; :PRINT#2,A$
55 IFA$<>"{F1]"THEN50
60 CL0SE2:CL0SE15
66 REM** (3 SPACES} EXECUTE FILE{2 SPACES}
**
70 0PEN2 ,8,2, F?+" ,.U , R" : OPENl 5 ,8,15: GOSUB
1000
75 PRINT"{CLR} {4 DOWN) " :GET#2 , A$ .-IFA? <>C
HR$ ( 13 ) AND ( ST064 )THENK$=K$+A$ : GOT075
80 IF tST}AND64 THEN 100
85 PRINTK$"{3 DOWN} ": PRINT" GOT075" : PRINT
"{10 UP}"+LEFT$C't7 UP}",INT(LEN{K$)/
22)) :K$=""
90 POKE631, 13:POKE632, 13:POKE633, 13:P0KE
634 ,13: POKE198 , 4 ; STOP
100 CLOSE2:CLOSE15-.END
911 REM..E3 SPACES} CHECK DISK ERROR
[2 SPACES}..
1000 INPUT#15,EN,EM?,ET,ES
1001 IFDS>20THENPRINTEN, EM$': STOP
1002 RETURN
63003 A=PEEK(B)+256*PEEK(B+1):1FA=0THENC
LR:END d
SUPER DISK
Floppy Disk Drive For
VlC-20 & Commodore 64
Super Disk' is a Commodore compatible disk drive design-
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as t^ie PET, VIC-20' and the Commodore 64\ The disk drive
is compatible to the model 4040, 2031, 1540, and the 1541
disk drives and recognizes programs generated on any of
these disk drives. The capacities are comparable to those
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Super Disk' offers RAM area v/ithinthediskunit,aserialandan
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Programs for me VIC-20 and ttie COMMODORE 64
All games available on TAPE or DISK and are packed
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The
HTBODUGES
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EBlTH WARMOR SEMES
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You stumbled into Itie nest of ttie Cyglorx
and find yourself fighting off robot tanks
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version features 4 different screens.
Available for COMMODORE 64 and VIC-2a
Played with JOYSIICK.
A CREATOR'S RE¥EHOE
"^ The creator assembled a massive army of robots and
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Available lor COMMODORE 64. Played with JOYSTICK.
A LAEYRMTH OF TRE CREATOR $1995
^^ Journey into the most complex and dangerous fortress
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Available for COMMODORE 64. Played with JOYSTICK.
^^^W^ An adventure in the Old West. Journey back
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Available for COMMODORE 64 or the VIC-20 (with SK or 16K
expander). Ployed with KEYBOARD.
^^^^Cllmb ladders, avoid the barrels the crazy
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Commodore 64 version features 4 different screens!
Available for COMMODORE 64, Played with JOYSTICK or
KEYBOARD.
uroogoBO
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^^^^ Eorth's surfoce is threatened by collapse from
^^o strange group of creatures who bore ouJ the
earth's crust to make their dens. Your obiecllve is to
enter ttie creature's habitat and spin the invaders to
death.
Avaiiable for COMMODORE 64. Played with JOYSTICK.
Check your locol deoler or atder difecityOWEHIHG We
^^^^^ occQpt p«isonol Checks, money oiQ&n. VISA, ond MASTER-
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payoDle trough a US bank Add S1.50 poilogo ond
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VICTORV SOFTWARE INC.
7 Valley Brook RooO. Paoll. PA 19J01
{J15) 294-3787
't^l\
SOFTWARE DEVELOPMENT SYSTEMS
to
Help vou develop your skills and the power of vour comouter.
These complete development systems for the VIC 20 and the Commodore 64 computers are tools
for the professional and learning aids for the developing programmer. A must for anyone who wants
to understand ttie internal workings of the computer or who wants to design fast-action graphics or
other powerful machine language programs.
The Full-featured Assembler, Screen editor. Loader, Decoder and Debugger are accompanied by a
tutorial on machine language, graphics progrannming and sound generation programming. The book
also guides you through step-by-step instructions for the use of the tools and contains the most
complete memory map available. A complete list is included of all the internal programs in ROM and
the means by which you can call them from your own programs. Sample programs are fully
explained.
All programs support disk, tape and printer output. A special limited-feature version is available for
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Ask for Develop-20 and Develop-64 at vour local software store.
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V!5A'MC cr^arges accepted (please include expiration
datel. Please specify Deve'op-20 or Develop,64 and the
5K version for Itie VIC 20 if so desired Programs are
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preference.
Dealer enquiries invited.
■^(^m^
m
A
»B8^
VIC 20 and Commoflore 64 are registered TM ol Commodore Business Machines Inc.
Atari Master
Disk Directory
Joseph M. Apice
With this program you create n single disk "library"
incorporating the contents of all your directories. The
menu gives you six options - the program is truly
multipurpose.
Master directories are an essential part of any
computer system. We often take them for granted
in the larger minicomputers simply because they
exist. These multi-user systems utilize some kind
of central library containing a list of all the user
directories and their files.
In our smaller home computers, we do not
have this luxury. And after working on a mini all
day, I find it difficult to do without a master di-
rectory so I decided to incorporate some of the
nicer features of the larger system into my personal
computer. Though it is impossible to exactly
duplicate the features, I found I could make a
reasonable addition.
I had read several articles dealing with various
iypes of master directory programs. All of them
were good, but many required the constant swap-
ping of disks. I needed something that could
quickly display the contents of any directory in
my library as well as locate any file that 1 wanted
to use without searching through my entire library.
With this in mind, I used the Atari forced
read mode to load the contents of every directory
in my library as a series of DATA statements in
the "Master Disk Directory" program. I could
then use the program to examine the contents of.
any disk, search for any file, and even print labels
for my disks without loading anv other disk.
The program is menu driven and structured
so that each menu function is a subroutine. This
allows the user to follow what is being done and
to make any desired changes.
204 COMPUn* October 1983
Running The Program
After you load the program and type RUN, a menu
will display the six options available. Enter the
number preceding your selected option and press
RETURN.
1. Directory Update. This first option is selected
each time you enter a new disk or update the
listing of a previous disk into the master directory.
At the prompt, simply enter the disk name or
label and press RETURN. Any additional files
which may have existed in the previous disk are
automatically deleted when the most recent copy
is installed.
2. Disk Search. Use this option to review the
contents of any disk directory previously installed.
Enter the name of the disk you wish to view, and
the contents of that disk directory will be displayed
to the screen.
3. File Search. One interesting feature of the
program is that it can quickly locate any named
file and its resident disk. The wild card feature is
always active if the full name is not specified.
Multiple hstings of any file will be displayed along
with their disk locations. The message NO
MATCH FOUND will be displayed if the named
file does not reside on any disk.
4. Print Labels. Those of you who own a Ge-
mini 10 or Epson MX-80 compatible printer can
use this option to print directory labels. The pro-
gram will allow up to 24 files and one header on
any standard (4 x 1-7/16 inch) label. Additional
files are printed on the next label.
5. Install Update. When you have completed
the transfer of all the directories, use this option
to install the most recent update into the Master
Disk Directory program. The SAVE feature is
automatic; when it is completed, the program will
return you to the main menu.
'Compa t^hilitu
TM
That Pays You A Dividend! !
ATARI
ATARI 800 48K CALL
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HOME MANAGER KIT 64.95
ATARI 1027 PRINTER 289.00
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(CSTI I
{CST)J
6. Ej/f. This option allows you to exit the 560 dline=lincnt+filcnt
program and return to BASIC. A word of caution ^^^ for i = filcnt-i to n
here: This option should be used after option 5 if ^^® 1^ chr*(125)
any updates are being made as it will erase the ^^^ GOsijE°470^
Master Disk Directory program from memory 610 dline = dline + i
when it is selected. 620 next i
VNATA I «■ ^^^ "^ CHRS( 125) :PDSITION B,6:? "ANY
DATA Locations MORE DISKS"; : INPUT A*
640 IF A*="Y" OR A«="YES" THEN 320
'E
Each directory group Of DATA Statements is al- ^^^ position 6.12 = 7 "remo.e disk pre
lowed a maximum of 64 lines. This corresponds ss > hmeihi" , : i n p u t t.
to the maximum number of data files allowed by 660 lincnt=first : return
DOS on any one disk. t;7(? rem ** disk search routine *«
Line 2000 will be the first DATA line. Do not ^^^' Z^^hr* < 125) = pdsi tidn 2,2:? "aanE
. ,, -ii , , ■ , u iivji ^j. ymj;-^ DISK--; ";: INPUT LB*
renumber the program without making the nee- ^,90 ? chr* ( 1 25 )
essary changes to the variables UNE,LINCNT, 700 sp*=" "tLiNCNT=FiRST: trap 750
and FIRST. 730 restore lincnt:read a*,n
740 IF A*=LB* THEN 760
Mnctor nicL- nir<»>»Aru '^^^^ L I NCNT = L I NCNT+ STF : G QT D 730
Master Disk Directory 7^^ l=len <a*> =cent=20-int (l/2)
120 DIM A* (20) , F* ( la ) ,R* C 1 ) , SP* C2) , L 770 POSITION CENT,0:? A*:POSITION CE
B* (20) , TAB* (8) NT, 1
130 STP=65: FIRST=2000: TAB*=" 790 FOR 1=1 TD L:7 "-";:NEXT I
C6 spaces;-" B00 POSITION 13,4:"^ "DISK DIRECTORY"
150 GRAPHICS 0:PQKE 710,146-PDKE 712 = "^
,146:P0KE 752,1 810 FOR 1=1 TD N
160 POSITION 9,4:? "MASTER DIRECTORY ^^0 IF I>=10 THEN SP$=" "
FILE" 830 IF 1=17 OR 1=34 OR 1=51 THEN 930
190 FOR PAUSE=1 TD 500: NEXT PAUSE '^'^^ READ A*
200 ? CHR* ( 125) : POSITION 13,2:^ "05131 ^^^ ^^ A*(4,5)=" F" THEN 9 10
II aaHMassni" 860 if ft*(i,2)<>"* " then 390
210 POSITION 13,5:? " 1 . , DmsamiEi [IE ^^^ PRINT TAB* ; SP* ; I ; " " ; A*
[3aja" 880 6QT0 900
220 POSITION 13,7:-^ "2. ■ ftygSTTi rfdilrlrfy" ^'^^ PRINT TAB* ; 3P4 ; I ; " ( 3 BPACES>";A*
230 POSITION 13,9:? "3. . rJTWii U-iJ:1:Tri:" '^^^ "^^XT I
240 POSITION 13, ll:-:* " 4 . . [aiECij |gi1.TJ» "^ ^^ '^ =" TAB*;"C3 SP ACES } " ; A* : GOTO 9
a" 40
250 POSITION 13,13:7 "5. ■ n:.:*i:l«« QnE '^■--^' "? — "PRESS > l:1MiilJ;:;: TD CONTIN
[HO":? UE";: INPUT R*:? " C CLEAR J ": GOTO 3
260 POSITION 13,15:? "6..[33Mj" ^^'
280 ? :? :? "ENTER CHOICE >"--INP '^'^^ ? : ^ : ■;' "PRESS > IH^riTITTr TO CON
UT CHOICE TINUE" ;: INPUT R*:RETURN
290 ON CHOICE GOSUB 3 10,670.980,1180 ^^^ TRAP 40000
,1540,1620 "^^^ '^ CHR*<125>:? :? :? "DISK > "
300 GOTO 200 ;LB*;"<5 SPACES :[.■{■>■ J.1IJ:E"
310 REM «* DIR. UPDATE ROUTINE *« '^'^^ "^ = '^ "PRESS rTr^itJ:i: TO CONTINUE--
320 ? CHR*(125) :POSITION 2,6:-:' "INSE >".;:INPUT A*:RETURN
RT DISK TO CATALOG IN DRIVE 1" ''S© REM *« FILE SEARCH ROUTINE *»
330 POSITION 2,10:? "DISK LABEL > '''^ ^ CHR* ( 1 25 ) : PCS I T I ON 2,2:? 'SEAR
";: INPUT LB* CH WHICH F I LE- - > " ; : 1 NPUT F*
340 TRAP 390:LINCNT=FIRST 1000 L I NCNT=2000 : ? CHR*(125)
360 RESTORE LINCNTiREAD A*,N 1010 RESTORE LINCNT:TRAP 1150
370 IF A*=LB* THEN 390 1020 READ A*,N
380 LINCNT = LINCNT + STP: GOTO 360 1030 PRINT " H ^:1 :Trf : fc < : Tt^ >■> ».-Tr > ";At:
390 LINE = LINCNT: TRAP 520 "^
410 FILCNT=1 : OPEN « 1 , 6 , 0 , " D : * . » " 1040 FDR 1 = 1 TD N
420 INPUT »1,A* 1050 READ A*
430 ? CHR«(125) 1060 IF A*(1,2><>"1! " THEN 1090
440 ? :? LINCNT+FILCNT; " DATA ":A*:6 1070 IF A* < 3 , LEN ( F« ) +2 > =F* THEN PRIN
OSUB 470 T "FILE LOCATED > ".;A*:? :FLA
450 FILCNT=FILCNT+1 : GOTO 420 G=l
470 ? :? :7 "CDNT" 10S0 GOTO 1100
480 POSITION 0,0 1090 IF A* ( 1 , LEN < F* ) ) =F* THEN PRINT
490 POKE 842,13:ST0P "FILE LOCATED > ";A*:? : FLAe=
500 POKE 842, 12 1
510 RETURN 1100 NEXT I
520 TRAP 40000:CLDSE #1 1120 L I NCNT=L I NCNT +BTP : GOTO 1010
530 7 CHR«(125):? :? LINE;" DATA ";L 1140 GOTO 1020
B«; " , " ; FILCNT-1 1150 IF FLAG THEN 1170
540 GQSUB 470 1160 "^ CHR* ( 1 25 ) : POS I T I ON 8,16:7 "
550 IF FILCNT>=N THEN 630 NO MATCH FOUND — "
206 COMPUTil OcfOtef1983
1 170
1 180
1 190
1200
12l!il
1 22.0
1230
1240
12S0
1260
1270
1280
FLA6=0: ?
REM ** D
7 CHR* ( 1
D PRINTE
POSITION
CE-ON LI
PDS I T ION
LINE-"
PDHT I T ION
HEN READ
TRAP 152
CLOSE #2
LPRINT C
PUT tt2,2
? tt2;CHR
Rt (33) ; :
? CHRS ( 1
NT LABEL
? "LIST EXHAUSTED
: INPUT R*: RETURN
ISK LABEL ROUTINE *t
2S>:P0SITI0N 8,4:? "LDA
R WITH LABELS"
7,6:7 "PUT 850 INTERFA
NE-"
10,7:7 "PUT •='RINTER-ON
1300
13 10
132 0
1330
1340
1350
1360
1 37 0
13B0
1390
1400
1410
1420
LINE
REST
IF A
LINE
PUT
? #2
PUT
GOSU
ROW =
FOR
READ
IF A
IF A
= F IR
ORE
* = LB
= LIN
#2, 2
; " D
#2 2
B 12
ROW +
1 = 1
A*
* (4,
* C 1 ,
8,
Y" ;
0: R
: OP
HR*
7: P
* ( 1
RET
25)
S F
; : I
ST:
LIN
S T
E + S
7: P
ISK
7: P
60:
10
: I
OW
EN
< 2
UT
5)
UR
: P
OR
NP
TR
E:
HE
TP:
UT
UT
PR]
7 "PRESS i:)=<i<li;3: W
IPUT A*
'0: CQL=0: INC= 12
tt2, B, 0, "P: "
' ) ; "3" : GOTO 1280
tt2, 51 : PUT «2, la
: ? #2; CHRt (27) ; CH
SITION 2,4;
WHICH DISK
T LBS
P 1530
EAD A9.,N
1340
GOTO 13 10
«2, 71
; AS
#2, 64
NT #2
'PR I
TO N
5) ='■
2 ) < > '
F" THEN 1480
•* " THEN 1453
1430
1440
14 50
1 460
1 470
1430
1490
1500
1510
1520
1530
1540
1550
1560
1570
1580
1590
1600
1610
1620
7 #2;fl«;" " ; : COL=CQL+ 1 : ROW=ROW
+1:IF COL=3 THEN PRINT *2:COL=0
GOTO 1460
7 tt2;" ";A*;" '■ ; : COL = COL+ 1 : RO
W=R0W+1:IF cbL=3 THEN PRINT «2:
COL = 0
IF R0W=24 THEN RaW=0:PRINT #2:P
RINT tt2
NEXT I
PRINT #2; " " ; A*
SKIP=INT (Raw/3)
FOR 1=1 TO INC-SKIP: PRINT #2:NE
XT I
RETURN
TRAP 40000:GDTO 1190
TRAP 40000:GDTO 1280
REM «« EXIT TO BASIC Zt SAVE UPD
ATED PROGRAM *«
-7 CHRS ( 125) : POSITION 3,8:7 "INS
ERT DISK CONTAINING ffT;-M*i4:*i.>i<:."
rPOSITION 14,10:7 "IN DRIVE «1"
: POSITION 3, 13
7 "PRESS > r:laKIJ:];<:5 SPACEB>W
HEN READY" ;: INPUT A*
7 CHR$(125):? :7 "SAVE ";CHR*(3
4) ; "D: MASTER, DIR "
6DSUB 470
7 " -CCLEAR: ": POSITION 12,4:7 "HE
FDR PAUSE=1 TO 500:NEXT PAUSE
RETURN
GRAPHICS 0:NEW ©
■ORTH
programmers;
COMPUTE!
is looking for
soreens and
opplicatior^is
articles.
COMPILE
ATARI BASIC
AND FLY!
With ABC"*, Monarch's | new BASIC
compiler for ATARI 400* and 800, you
develop and debug pro- 1 grams using
your ATARI BASIC car- #tridge, then
use ABC to transform ■ them into
compact code that runs^up to 12
times faster, without the ^cartridge
(and protects your sourceicode, too).
40K and disk required. ^ For your ABC
diskette and manual, ▼send check or
money order for 4^ $69.95 (or $9.95 for
manual alone).^^ Monarch Data Systems
■ ^^P.O. Box 207, Cochituate
^^^^MA 01778, (617) 877-3457.
Mastercard/Visa by phone. Dealer
inquiries invited. Mass. residents add
5% sales tax. ATARI. ATARI 400, and
ATARI 800 are trademarks of ATARI, Inc.
October 1983 COMPUTC! 207
Runway 180
Using Sprites In Tl Extended BASIC
James Dunn
The cfficioit, rcuiarkahk
' spritc-haiidliii;^ ahilih/ of 77
Extended BASIC is clenrh/
evident in this game. Tlie
author discusses creating
sprites ami explores sprite
niaiiipulatioii. Tliere are
several valuable pointers
here for those interested ijs
graphics, animation, or
<^awe pro>^rauiinini^ 0}i
)he Tl
Using Sprites In Tf
Extended BASIC
One of the biggest prob- Your plane is on final approach
lems in designing an
arcade-tvpe game in
BASIC is that BASIC can
move only one character at a time, usually slowly
and usually not very smoothly, ideally, we need
the ability to move an object independently of the
operation of the main program. Once set in mo-
tion, the object would continue in motion until
acted upon by a new command from the main
program. Sprites accomplish this.
Although a sprite is a type of subprogram
that runs concurrently with a main program, the
main program first must create the sprite, define
its shape, and set it in motion. A sprite then con-
tinues its motion without requiring continuous
control from the main program, except that the
main program may at any time test the sprite for
position, change the color or pattern, delete, or
change its motion.
Included in TI-99/4A Extended BASIC are 11
commands to control sprites: CALL COLOR,
CALL CHAR, CALL SPRITE, CALL PATTERN,
. "RnrruHiij ISO," Tl version.
CALL MAGNIFY, CALL
MOTION, CALL POSI-
nON, CALL LOCATE,
CALL DISTANCE, CALL
COINC, and CALL
DELSPRITE. To illustrate
the use of these com-
mands, we'll look at an
airplane landing game,
"Runway 180." Try some
examples for yourself
to get a feel for sprite
programming.
Creating Sprites
Certain considerations
must be taken into ac-
count before sprites are
created. If a special graph-
ics character is to be used
for the sprite, the character must be created by
use of CALL CHAR. For example, in the game
there are three special characters defined for the
aircraft. One is with the wheels up (lines 430)-460),
one is with the wheels down (lines 510-540), and
one is debris after a crash (lines 550-580).
To create a special character, it is necessary to
redefine an existing standard character. The stan-
dard characters correspond to the numbers 30
through 143 (part of what's called the ASCII
number code). The new pattern is created bv using
CALL CHAR and is referenced by its ASCII
number.
Before we choose which ASCII number to
use, we must examine some other factors. CALL
MAGNIFY can enlarge a sprite to one of four
magnification factors. Factor four is used in the
game (line 630). This enlarges the sprites to
double-size pixels and uses a block of four
208 COMPUTE! October 1983
sequential characters. The ASCII number used to
define the sprite must be evenly divisible by four
and represents the upper-left character in the
block of four. The next three ASCII numbers rep-
resent the lower-left, upper-right, and lower-right
characters respectively in the block of four.
The sprite may be colored independently of
the other characters in the same character set. In
addition, the sprite with the lower sprite number
(this is a different number than the ASCII number)
will pass in front of (that is, oner) the higher num-
bered sprite. Since the aircraft should pass in front
of the tower, it should have a lower sprite number
for each of its three configurations (line 610).
To set up a list of sprites, first number the
lines on a sheet of paper from 30 to 143. Then,
beside each number, write what set it belongs to
(set 0 to 14). Since you may want to use letters or
numbers in a screen display at the same time,
mark out ASCII numbers 48 through 57 and 65
through 90. The remaining ASCII numbers can be
used to define special characters for graphics and
sprites.
For sprites, using CALL MAGNIFY (4), select
four sequential numbers starting at one of the
numbers evenly divided by four. Now you are
ready to use CALL SPRITE.
CALL CLEAR will not remove a sprite from
the screen. To completely clear the screen, you
must also use CALL DELSPRITE (line 1350).
Sprites In Motion
Now that the sprite has been created, there are
two ways of moving it around the screen. Let's
call these two methods absolute and relative. The
absolute method uses exact row and column posi-
tions via the CALL LOCATE command. The rela-
tive method uses row and column motion values
via the CALL MOTION command.
The absolute method uses a loop with CALL
JOYST to increment row and column variables,
and then a CALL LOCATE to move the sprite one
step each time the loop is executed. This is analo-
gous to nonsprite methods of animation. The
drawback in using this method is that the sprite
does not move independently; the main program
causes the move, A modified form of this method
is used for the stall subroutine (line 1470) and the
new approach routine (line 1380).
The relative method is similar, using a loop
with CALL JOYST to increment row and column
motion variables which are used in a CALL
MOTION command. This allows the sprites to
continue moving independently of the main pro-
gram. By this method, the runway stripe is moved
horizontally only (line 680) and the aircraft verti-
cally only (also line 680).
The sprite's shape may be changed anytime
during the program by using CALL PATTERN to
substitute a different ASCII character number and
therefore a different pattern. When the fire button
is depressed (line 1130), the aircraft landing gear
comes down (line 1190). The pattern is changed
again if the aircraft crashes (line 1720).
Testing For Game Conditions
During the operation of the program, it may be-
come necessary to test for certain conditions. For
example, we see if the aircraft has touched down
on the runway (line 690), if the tower has reached
the left side of the screen (line 700), or if the aircraft
is going off the top of the screen (line 710). CALL
COINC is used to test for these conditions.
However, there is a problem with this
method. Since the main program tests for coinci-
dence only when CALL COINC is executed and
since the sprite moves independently of the main
program, it is quite possible to miss an exact coin-
cidence when it occurs. For this reason a tolerance
factor is included in CALL COINC. So the test is
really for a range of -I- or - tolerance. If the toler-
ance is too large, coincidence can be returned too
early. If the tolerance is too small, coincidence
can be missed altogether. How large the tolerance
should be depends upon two things: the speed of
the sprite and the speed of the loop which is testing
for coincidence.
The test for the tower reaching the left side of
the screen is in both the main loop (line 700) and
the stall loop (line 1480). The tolerance in the stall
loop is much smaller because the execution speed
is so fast and the sprite moves so slowly that coin-
cidence is actually read twice before the sprite
leaves the tolerance range. Trial and error is the
only way to find out how large the tolerance
should be.
However, after programming this game, it is
obvious that very fast-moving sprites will require
tolerance ranges that will make arcade-style, fast-
action games nearly impossible in Extended
BASIC. The problem is that the coincidence test is
executed from the main program. If it were part
of the sprite subprogram instead, it would be
possible to keep the tolerance very small.
CALL POSITION and CALL DISTANCE
both suffer from the same problem as CALL
COINC. By the time a position or distance can be
computed and returned to the main program, the
sprite has moved elsewhere. But it is possible to
stop the sprite by using a CALL MOTION before
using CALL POSITION or CALL DISTANCE
(line 1330), then to restart whatever motion is
required.
Despite a few shortcomings, the sprite
capabilities in Extended BASIC are remarkable.
For true arcade-type play, machine language is
still necessary, but Extended BASIC sprites wiU
carry the programmer a lot closer to this goal.
October1983 COMPUTE! 209
Runway 180 320 call key (0, RS, S8) : : if S8< ; 1 th
130 CALL CLEAR :: CALL SCREENO):: EN 320 ELSE RETURN
CALL COLOR ( 1 , 16. 1 ,2. 16, 1 , 3, 16, i 330 Al=l
,4,16,1,5,16,1,6,16,1,7,16.1,8, 340 REM INITIALIZE
16,1) 350 A=0 :: B=-75 :: LG=0 :: CALL SC
140 DISPLAY AT < 10, 9) : USING "RUNWAY REEN(2)
1S0" 360 CALL CLEAR :: CALL CHAR C 33 . " FFF
150 FDR B=0 TO 30 STEP 2 :: CALL SO FFFFFFFFFFFFF " ) : : CALL COLOR < 1 ,
UND(-10, 110, 30, 110. 30, 2 500, 30, - S, 1 )
B.B):: CALL SOUND <- 1 0 , 1 1 0 , 30 , 1 1 370 LC = 0 :: FOR Z=l TO 16 :: CALL H
0. 30, 4000, 30, -8, B) : : NEXT B CH AR < Z , 1 , 33 , 32 ) : : NEXT Z
160 CALL CLEAR :: DISPLAY AT(10,9): 380 CALL CHAR < 42 , " FFFFFFFFFFFFFFFF "
USING "PRESS" :: DISPLAY AT(12, '== CALL COLOR ( 2 , 1 3 , 1 )
7):USING "I-FQR INSTRUCTIONS" 390 FOR Z=17 TO 20 :: CALL HCHAR ( Z ,
170 DISPLAY AT < 14, 14) : USING "OR" :: 1,42,0.2):: NEXT Z
DISPLAY AT ( 16, 9) iUSING "G-FOR ^^^ RANDOMIZE
GAME" ^10 REM DEF CHAR
180 CALL KEY{0,K,5):: IF SOI THEN ^^^ CALL CHAR ( 96 , " 00000000FFF FFFFFF
180 FFFFFFF0000000000000000FFFFFFFF
190 IF K=71 THEN 330 FFFFFFFF")
200 IF K = 73 THEN 220 "^30 CALL CHAR ( 1 20 , " 0030 1 8 1 C3F i F0700
210 PRINT "ALPHA LOCK MUST BE ON" : "^
: PRINT :: PRINT "TRY AGAIN" :: "^"^^ CALL CHAR ( 1 2 1 ," 000000 " )
FOR DELAY=1 TO 200 :: NEXT DEL ^^^ CALL CHAR < 1 22 , " 00000000FCFF8000
AY : : SOTO 160 " '
220 CALL CLEAR :: PRINT "YOU ARE PI '*<^^ ^ALL CHAR ( 1 23 ," 00000000 " )
L0TIN6 A JET" :: PRINT :: PRINT ^^^ CALL CHAR ( 1 04 ," 0000000007 1 F 1 5 1 F
"AIRCRAFT WHICH HAS BEEN " :: "'
PRINT :: PRINT "CLEARED TO LAND "^90 CALL CHAR ( 1 05 ," 0203030203030203
230 PRINT "RUNWAY 180." :: PRINT :: ''''^ ^^'-'- CHAR < 1 06 , " 00008080E0F8A8F8
240 CA^L^'cLEAR^^fpRJi? "USE YOUR J ^^^ "^.^^^ CHAR C 1 07 , " C040C0C040C0C0C0
°PR™^-S?NK°RA?^^;Ni)^^^^^LD: - ^ C ALL CHAR < 1 24 , " 0030 1 8 1 C3F 1 F0705
„ 0000 )
243 PrInT "JOYSTICK CONTROL-" :: PR ^^^ CALL CHAR < 1 26 ," 00000000FCFF88B4
INT 0000 >
■z,A-= DOTM-r .. 1 irrr-r /\r- i- m ir tD /^t tr .. r^ d , ^30 CALL C H A R ( 1 25 , " 00 0 0 00 00 " )
245 PRINT LEFT: ACCELERATE :; PRI — >. „ ^„. . „ .,
NT "RIGHT- SRAKF" ■■ PRINT "HP- ^^^ ^ALL CH AR ( 1 27 ," 00000000 " )
JeCREASe's?nK RATE" ^^^ ^,^^^ CHAR ( 1 28 ," 0000000002 1 F3B00
247 PRINT "DOWN: INCREASE SINK RATE ^,„ "', , r^^^^ , , ^r. „ ^«
■■ .. PRINT ^^^ CALL CHAR ( 129, "000000000E56E300
250 PRINT "FIREBUTTON CONTROLS LAND ^_,^ "i. . „,
IN6" :: PRINT :: PRINT "GEAR." ^^^ ^'^^'- CHAR C 1 30 ," 00000000 " )
:: PRINT :: PRINT :: GOSUB 310 ^^^ ^^^^^ CHAR ( 1 3 1 ," 00000000 " )
:: CALL CLEAR 5^0 REM DRAW DISPLAY
260 PRINT "TO RECOVER FROM A STALL" ^^^ CALL SPR I TE ( # 1 , 96 , 2 , 1 80 , 1 , 0 , B ) :
:: PRINT :: PRINT "INCREASE AI - CALL C0L0R(«1,16)
R5PEED ABOVE 60." :: PRINT :: 610 CALL SPR I TE ( #2 , 1 20 , 2 , 1 0 , 245 , A , 0
PRINT "IF YOU CANNOT STOP BEFO ):: CALL C0L0R(#2,7)
RE": : 620 CALL SPR I TE ( # 3 , 1 04 , 2 , 1 10 , 250 , 0 ,
270 PRINT "TOWER REACHES LEFT SIDE -2)
OF" :: PRINT :: PRINT "SCREEN, 630 CALL MAGNIFY<4>
INCREASE AIRSPEED" :: PRINT 640 FOR C5=l TO 40 :: CALL LOCATE(#
280 PRINT "TO 60 AND LIFT OFF FOR " 2,10,C5):: NEXT C5 :: GOSUB 870
:: PRINT ;: PRINT "ANOTHER PAS 650 REM MAIN LOOP
S." :: PRINT :: PRINT :: GOSUB 660 GOSUB 1120 :: 60SUB 890
310 :: CALL CLEAR 670 IF J=0 THEN 690
290 PRINT "YOU MAY HAVE FOUR PASSES 680 CALL MOT I ON C tt 1 , 0 , B , «2 . A , 0 )
" :: PRINT :: PRINT "AT THE RUN 690 CALL CO I NC ( tt2 , 1 70 , 40 . 9 , T )
WAY " :: PRINT :: PRINT "BE 700 CALL CO I NC ( It 3 , 1 1 0 , 1 , 4 , DA )
WARE OF THE WIND SHIFTS!" :: PR 710 CALL CO I NC ( *2 , 240 , 40 , 9 , E ) : : IF
INT :: PRINT E=-l THEN A=l :: GOSUB B90 :: G
300 PRINT "GOOD LUCK I ! ! ! " ;: PRINT OTD 680
:: PRINT :: PRINT :: PRINT :: G 720 IF DA=-1 THEN 1320
OSUB 310 :: 60 TO 330 730 IF T<>-1 THEN 660
310 PRINT :: DISPLAY AT ( 24 , 1 ) : US I NG 740 CALL MOT I ON ( t*2 , 0 , 0 )
"HIT ANY KEY TO CONTINUE" 750 IF A>1 THEN 6QSUB 920 :: GOSUB
210 COMPUTE! October 1983
710
920
930
940
950
960
970
980
990
1000
AT<3, 10)SIZE<20) :USINB
10) SIZE (20) : USINB
AT (7, 5) SIZE (20) : USINB 8
AT(7,5>SIZEC20) BEEP: US I
AT (9, 5) SI ZE (20) : USING "
: : RETURN
AT (9, 5) SI ZE (20) : USING 8
960 : : BOTO 1660
760 IF LG=0 THEN 1660
770 6DT0 1760
780 REM UPDATE DISPLAY
790 IMABE SINK RATE: ###
300 IMAGE RUNWAY ENDS ### YDS
810 IMAGE AIRSPEED: ##«
820 IMAGE TOUCH DOWN
830 IMAGE SINK RATE TOO HIGH
840 IMAGE AIRSPEED TOO HIGH
850 IMAGE CRASH LANDING
860 IMAGE STALL WARNING!
B70 DISPLAY AT ( 1 , 10) SIZE <20) : USING
"ATTEMPT NO. # " : A 1
880 RETURN
890 DISPLAY
790: A
900 DISPLAY ATC
810: -B
RETURN
DISPLAY
30
RETURN
DISPLAY
NG 840
DISPLAY
BOUNCE"
DISPLAY
50
RETURN
CALL HCHAR (7, 5, 33, 27) : : DISPLAY
AT (9, 5) SIZE (20) : USING 820
RETURN
DISPLAY AT (9,5) SIZE (20) : USINB
"WARNING "
1010 DISPLAY AT ( 1 1 , 5) SI ZE (20) : USING
800: RE
1020 RETURN
1030 CALL HCHAR (7, 5, 33, 27) ;
1040 CALL HCHAR (9, 5, 33, 27) :
1050 CALL HCHAR ( 1 i , 5, 33, 27)
N
1060 DISPLAY AT (9, 5) SI ZE (20)
"LIFT OFF" :: CALL HCHAR ( 1 1 , 5 ,
33, 27) : : RETURN
1070 DISPLAY AT (3, 10) : USING "END OF
RUNWAY " :: DISPLAY AT(5,10):
USING "NEW APPROACH" : : DISPLA
Y AT (7, 10) : USING "NECESSARY"
1080 RETURN
1090 PRINT "THAT'S 5 PASSES AT THE"
:: PRINT :: PRINT "RUNWAY. TU
RN IN YOUR" :: PRINT :: PRINT
"PILOT LICENSE AND PUT": :
1100 PRINT "SOMEONE ELSE IN THE" ::
PRINT ;: PRINT "COCKPIT" :: P
RINT : : RETURN
1110 DISPLAY AT(7,9)BEEP SIZE(20):U
SING 860 : : RETURN
1120 REM JDYST/ LANDING
1130 CALL KEY ( 1 , RV, ST) :
ND LG=0 THEN 1190
1140 CALL JOYST ( 1 , X, Y) : : IF X=0 AND
Y=0 THEN GOSUB 1210 : : RETURN
11S0 A=A-Y/4 :: B=B+X/4
1160 IF ABS(A)>127 THEN A=127«SGN(A
)
1170 IF B>-50 THEN 1430
1 180 J=l : : RETURN
RETURN
RETURN
RETUR
USING
GEAR
IF RV=18 A
1 190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
1470
1480
1490
1500
1510
1520
1530
1540
1550
1560
1570
1580
1590
1600
1610
1620
1630
1640
1650
1660
1670
1680
1690
1700
CP=6 THEN B=B+1
CP=10 THEN A=A-1
CP=15 THEN A=A+1
CALL PATTERN<«2, 124)
A=A+3 : : B=B+20 : : LG
0 1 160
REM COMPLICATIONS
CP=INT <RND« 16)
IF CP=1 THEN E=B-1 ::
0
IF
0
IF
80
IF
80
J=0 : : RETURN
IF ABS(A)>i27
)
GOTO 1310
IF B<-127 THEN
J=l : : RETURN
REM NEW APPROACH
CALL MOTION (#2, 0, 0> : ;
ITION (#2,R4, C4)
IF Al>4 THEN 1400
CALL DELSPRITE (#1 , «3)
LEAR
GOSUB 1070
CALL PATTERN(#2,
FOR X=C4 TO 255
(#2, INT (R4) , X) : :
5-C4) ) : : NEXT X
A1=A1+1 : : GOTO 340
CALL DELSPRITE (ALL) :
AR
GOSUB 1090
FDR DELAY=1
AY : : GOTO
a : : GOT
GOTO 130
GOTO 130
GOTO 12
GOTO 12
THEN A=127»S6N<A
B=-127
20)
: CA
R4 = R
TO 700
1970
CALL PDS
CALL C
LL LOCATE
4- (R4/ (25
CALL CLE
NEXT DEL
REM
GDSU
CALL
CALL
CALL
CALL
CALL
DE =
70 :
IF T
SR = S
CALL
IF R
CALL
Y = 0
B = E! +
REM
IF B
CALL
GDSU
GOTO
CALL
A = A~
GOTO
GDSU
RETU
REM
CALL
, 0, #
CALL
FDR
CALL
STALL
B 111
MOTI
POSI
LOCA
COIN
COIN
-1 TH
: IF
= -1 T
R+4
KEY (
V=18
JOYS
THEN
X/4
0
ON (#2, 0, 0)
TIDN (4*2, SR, SO
TE (#2, SR, SO
C (#2, 170, 40, 2, T)
C (*3, 110, 1,2, DE) : :
EN A1=A1+1 : : BDSUB
Al>4 THEN 1400
HEN 1660
IF
8
1 ,RV, ST)
AND LG=1 THEN
T ( 1 , X, Y) : : IF
1470
1610
X=0 AND
THEN 1640
: DN (# 1 , 0, B )
"ERN (#2, 120)
B=B-22 : : LG=0
<-60
MOTH
B 890
1470
PATTE
3
1560
B 1030
RN
CRASH
MOTI ON ( tt 1 , 0 , 0 , #2 , 0 , 0 , #3 , 0
4,0,0:
SOUNI
P=l T«
SCREI
i)
ID ( 1000, -7,0)
"0 10
:en (2)
October 1983 COMPUTi! 211
1710
1720
1730
1740
1750
1760
1770
1780
1790
1S00
1810
1820
1830
1840
1850
0
1860
1870
1880
1890
1900
1910
1920
CALL
LL S
CALL
FDR
AY
CALL
GOTO
REM
GOSU
0
CALL
IF B
CALL
CALL
IF D
10 :
CALL
RE=I
: GO
CALL
ND B
A-2
SCREEN ( 16) : : NEXT P
CREEN <2)
PATTERN(»2, 128)
DELAY=1 TO 400 :
CA
NEXT DEL
DELSPRITE (ALL)
1970
TOUCHDOWN/ BRAKE /T&G
B 980 :: IF B<-53 THEN
194
JQYST t 1 , X , Y) : : B = B-t-X/2
>-l THEN 1880
MOTION (»1 , 0, B)
C0INC.C#3, 110, 1,4, DA)
A=-l THEN RE=0 :: 60SUB 10
; GOTO 1660
DISTANCE(»3, 1 10, 1 ,RQ)
NT ( SQR (RQ) ) : - 60SUB 1000 :
SUB 900
KEY (1 , RV, ST) : : IF RV=1B A
<-60 THEN GOSUB 1060 :: A=
: : GOTO 187
GOTO 17B0
CALL M0TI0N(#2, A,0) s : FOR DELA
Y=l TO 200 :: NEXT DELAY :: GO
TO 650
REM SCORING
CALL MOTION (ttl ,0,0, «2, 0, 0, #3,0
, 0, tt4, 0, 0)
CALL DELSPRITE (ALL) : : CALL CLE
AR
PRINT "CONGRATULATIONS !": :
PRINT "YOUR SCORE IS :";(RE/A1
) * 10: :
1V30 GOTO 1990
1940 A = A-2 :: CALL MOT I ON ( #2 , A , 0 ) : :
GOSUB 940
1950 FOR DELAY=1 TO 20 : : NEXT DELA
Y
1960 A=A+2 :: GOSUB 1030 :: GOSUB 1
040 1 : GOTO 650
1970 REM PLAY AGAIN
1980 CALL CLEAR
1990 PRINT "PLAY AGAIN (Y/N)?"
2000 CALL KEY(2,RV,SV)
-2010 IF SV = 0 THEN 2000
2020 IF RV=15 THEN 2050
2030 IF RV=iB THEN 330
2040 GOTO 1990
2050 END
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How To Create A
Data Filing System
Part 4: The Main Program
Jim Fowler
In the final installment of this series, the author looks
at ways to approach the overall logic of a final system.
Safeguards and auxiliary programs are also discussed.
Now you have most of the detail work on your
data file system finished. You know what kind of
files you want and how they are formatted. The
nature of the output functions (and searches) has
determined the coding and index files needed,
and this has pretty much dictated the input part
of the program. Now we're ready to put it all
together.
Moke If Modular
You probably already know the advantages of
writing programs with lots of subroutines, each
doing a single task. In data filing systems this
advantage is particularly obvious. A subroutine
to input a string from a particular device is much
more useful than one to input a string from the
keyboard and another to read a string from the
disk. That subroutine can be used in other sub-
routines, to input an author's name, and again to
input.the:.title of a work, the date of publication,
and so on. The subroutine to input an author's
name and encode a part for the index file, can also
be used to input a key used to search for a par-
ticular author. This can go on and on. Whenever
possible, make subroutines so all-purpose that
they can be called throughout the program.
In the accompanying flowchart, I have illus-
trated the design for my author-subject file of
books and articles. How you want your data dis-
played, what you want printed, and what you
want on the screen will depend on your individual
situation. Some people want a printout of their
input as well. It is also easier for some people to
proofread text on paper than on a screen, so cus-
tomize it for your needs. Your requirements will
differ from mine, so your flowchart will be dif-
ferent, too. However, you probably should use
subroutines in a modular fashion.
Preventing Disaster
You should include fail-safe methods to prevent
disastrous errors. For instance, suppose you have
just finished entering a hundred records and you
turn off the system without saving the index files.
This disaster breaks down into two problems:
reminding the user to save the file before quitting,
and reconstructing the lost files from the data on
disk in the main recordsL. Both are easy to solve,
but you must solve them - preferably in advance.
Even if your method of reconstructing files is crude
or your warning to the user lacks elegance, the
important thing is to have these provisions in the
program.
You cannot prevent certain disasters, al-
though you can reduce the seriousness of the
damage. These include a power interruption,
hardware failure, or a bad spot on a disk. To
minimize the damage from these troubles, you
need good operating procedure. For data files,
this means making backup copies frequently. You
could, for example, make backup copies after
every twentieth entry into the file, then put a
counter in the program. When it "goes off," have
the program tell you to insert a disk into drive X
and "press return" - and there is your backup.
Satellite Programs
You may find, as I did, that you will need one or
more other programs to augment your data file
system . For example, you probably will have to
write a program to prepare the disk for therecords
to be written. It should allocate (and fill with nulls)
perhaps one thousand relative records. These
nulls (zeros) are then replaced as real data is writ-
ten into the system. A program that does this is a
satellite program. It is not part of the main system
October1983 COMPUIi! 213
Initialize
Load Index
Files + NEXT
RECORD (NR)
MENU
Get response
to
^ next
page
Flowchart For Main Author-Subject Program
Save Index Files
+ NRondisk
GOSUB
Input Author
Input Title
Input Subjects
I
'Current Record'
= NR
Add 1 to NR
INPUT NR of
Record to Change
Menu has
F = FiIe data
A = Add data
C = Change data
L = Look for author
S = Subject search
Display "Current
Record"
Ask what part to
change or is it OK?
Get response
GOSUB
Input Author
GOSUB
Input Title
GOSUB
Input Subjects
PRINT Record
on Disk
214 COMPUTI! Octot)er1983
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Ask for KEY:
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Decrement Pointer
(DECPTi
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GOSUB
Input Subjects
Yes
Display record
having NR in
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"DECPT"
Display record
having NR in
register
Yes
program, but has no function except in that sys-
tem. You can simply inckjde this program on the
same disk as the main program where it is handy.
I had to create a satellite program when my
main data file forced me to make a second data
system. Many of the records I entered were titles
of magazine or journal articles. There is no point
in spelling out The Journal of Embryology and Ex-
perimental Morphology when everybody in the busi-
ness knows it as "JEEM." Every periodical has an
official abbreviation, but how to remember them
all? I had to make a dictionary of journal names
and their abbreviations. Of course, that meant
216 COMPUTE! October 1983
another data file. If I had had the foresight, I
could have incorporated the dictionary into the
main system. Fortunately, my half-megabyte disks
have lots of room, but I really do not need a second
system with its files and program when it could
be ancillary to the main one. Maybe you will think
far enough ahead and avoid the rather clumsy
solution I had to adopt.
As we've stressed throughout this series,
ingenuity, careful planning, and foresight are the
key ingredients to a good system. Although it
may be frustrating at times, writing the system is
almost as worthwhile as using it. ©
PRODUCTS FOR ATARI' 400/800
FROMELCOMP
[books for ATARI Computers
I ATARI BASIC - tMrning bv UliflQ
I An L-»cd!crit DQOfc tor l»ie upginner. Mafiy ^^OfX programs
I and Itiiirning exHrci£i« All importaoi (eaiures of ihe ATARI
IcompuiGrs am descntjed (screen drawmgri. special sounds,
1 keys, paddles, jovsticks, iptjoaliied xta^r routines, ftiraphici,
I sound applications, (MtiH. pukei, and special ilutll AIto
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I Order #164 87.95
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How to program your ATARI in 6502 MachXang.
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Orde- No. 73lfl $22.00 onlv!
A Look into the Future - ATSTROLOGY
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ATAR I jl « r*gi»t«(ad trsdEmjrk of A TARUfW.
VIC-20, CBM in leaiiltrnl tradsmathi ol Commodore
Af^LE h a iHistsrftd trademarlt o4 Apf^LE Compuur, Inc.
SOFTWARE IN MACHINE LANGUAGE for ATARI
ATMONA-1
This li a machine lariguagQ monttor Thai providas you
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j This game |8k machine-languaga) needs two joystieks.
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Order =7207 $19.95
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MACHINE LANGUAGE
Jim "Butterfield. Associate Editor
Bagel Break, Part 3
We've looked at some of the planning that goes
into organizing a machine language game of
"Bagels." Let's put the final touches together,
and discuss some less obvious aspects of the way
the program fits with BASIC.
We chose to start the machine language at
5033C, decimal 828. The main reason for this was
to make it universal - the same space is available
in PET, CBM, VIC and Commodore 64 computers.
It is the memory address of the cassette tape buffer
(on PET/CBM, the buffer for cassette 2).
But that space is not always free and clear. If
we wished to save the program to cassette tape,
we might need this buffer space. The SAVE com-
mand would begin by staging the program
"header" block in this area; the program would
be destroyed before it was written. If we should
try any BASIC 4.0 disk commands, this area would
also be invaded; a simple CATALOG command
would wreck our program.
For safety's sake, we should pop our machine
language program into place just before we use it.
What better way than to build the program as a
series of BASIC DATA statements, and POKE it
into its working area?
That's exactly what we do in the program
here. If we examine the numbers in the DATA
statements, we'll be able to spot our original pro-
gram. The first two numbers, for example, are
169 and 0. These decimal numbers would translate
to $A900, and that's our first instruction, LDA
#S00, or, "Load the A register with the actual
value of hex 00." We could trace through all of
the instructions of the original program in this
fashion.
If Is BASIC
How did we get the DATA statement values in
lines 100-180? We could do it by painstaking hand
translation, but there are easier ways. After all,
we have a computer to do the routine calculations
for us. One way would be to put the hex program
in place, and then write a loop using PEEK to
218 COMPITTE! October 1983
print out the decimal values. For example,
FOR J = 828 TO 848: PRINT PEEK(J);:NEXT J
would yield a series of decimal values. Using
screen editing, we could insert the commas and
prefix the values with a line number and the word
DATA.
Thus, we have a program that's totally BASIC.
When it runs, we manufacture a machine language
program and then call it. But the program handles
like BASIC, lists like BASIC, and may be loaded
and saved like BASIC - because it is BASIC.
A few comments on the BASIC program itself.
Line 290 causes the random number generator to
be scrambled, or "randomized." When we use
the value zero as an argument, i.e., RND(O), the
random number seed is scrambled against the
clock time so that all following numbers, called
with RND(l), will be unpredictable.
Lines 300 to 320 generate four random num-
bers, each from 65 (the ASCII letter A) to 70 (letter
F) inclusive. These values are POKEd into memory
for the machine language program to use.
After the call to machine language, PEEK(577)
will tell us whether or not the player got the solu-
tion. Location 577 ($0241), tells us'about the "exact
matches": four is a correct solution, of course. If
the count is less than four, we must tell the player
what the solution was by PEEKing the characters
back out from addresses 580 to 583 - that's where
we put them.
We have looked at a simple game which uses
BASIC and machine language working together.
The emphasis this time was on working the prob-
lem through and commenting on the various tools
that a programmer might bring to the task.
The program could well have been written
entirely in BASIC. After all. Bagels doesn't need
super-speed to run. But you may notice that for
this sort of job, machine language brings a clean
elegance to the program. The programmer often
feels that machine language gives a more total
control over the programming.
Moses
THE ASSEMBLER OF THE AGES
for the VIC 20
Why MOSES?
Programs written with MOSES run fifty to several hun-
dred times faster than programs written in BASIC. A
program that takes two minutes to execute in BASIC,
will only take two seconds (or less) to execute when writ-
ten with MOSES.
ULTRA-FAST
MOSES is written in MACHINE
LANGUAGE! MOSES assembles
dozens of times faster than
assemblers written in BASIC.
atTWi SOPHISTICATED
MOSES makes 3 PASSES, not
just one or two like most other
assemblers.
ULTRA-FRIETIDLY
On screen menu of EASY-TO-
USE COMMANDS.
ULTRA-CONVENIENT
Comes in a CARTRIDGE with sturdy plastic case.
MOSES is easy to learn and powerful. As you enter
each line, MOSES verifies syntax, and partially
Moses
assembles the line thereby reducing debugging time
and conserving memory. This means an even faster
assembly. Also included with MOSES is a machine lan-
guage MOMITOR with 34 powerful commands to help
you debug your programs.
Whether you program for fun or
profit, or both, you need MOSES.
You'll love the ability to program
where imagination is your only
limit.
The 65C02 Assembler for the VIC 20
SPECIAL OFFER!
For a limited time, we will include
a free kit to upgrade your VIC
20' 5 outdated 6502 to the new,
enhanced 65C02A microproces-
sor. The 65C02A is totally com-
patible with all VIC 20 software
and hardware, uses 99% less
energy, and has 27 new instructions to make program-
ming easier and faster. And, of course, MOSES takes
advantage of all 27 instructions. This is a $24.95 value,
but is included free while quantities last.
8K • 16K
RAM EXPANSION
A high quality memory expansion cartridge
housed in a sturdy plastic case. This prod-
uct has an easily accessible dip switch
which gives you memory block switch-
ing ability. Use one 8K and one 16K
for 24K memory or two 16K cart-
ridges for a total of 32K memory.
6-Month Warranty.
><
64kW
RAM ^^^H.
i'ii»i 1
^^|;6i
^^^^H
^^^^^^B rnnr^ ^B
64K
RAM EXPANSION
It's finally here. This highly versatile
ram cartridge allows you to store or
write programs in two separate 32K
banks that are bank selectable with
software - NO SWITCHES. TTiis pro-
duct is power stingy using less than 200
mA current. A must for programmers.
6-Month Warranty.
VICZOPRODaCTS:
MOSES
MOSES with 8K RAM expansion
$59.95*
99.95*
8K RAM Cartridge
1 6K RAM Cartridge
64K RAM Cartridge
$46.95*
69.95*
169.95*
'Manufacturer's suggested list price
Call CENTURY MICRO at (916) 920-3656 for the name of a
dealer in your area. Dealer inquiries invited.
1832 Tribute Rd., Suite 213, Sacramento, CA 95815
CENTURy
MICRO
^^ Alspa Computer, Inc.
65D2
6502A/6512rt
6520 PIA
6522 VIA
6532
2114-L200
2716 EPRQM
2532 EPROM
6116 2KX8CM0SRAM
4116fWM
8.40
5.15
6-45
7.90
Price-performance leader. Includes ZBOA. 8" ds/dd drives, 3
serial + 1 parallel pon, Winchester port, networking Prices
start below SI 500 DEALER / OEM inquiries invited.
SPTciALSoniPHEGflTESciMl^^^
7,45 10/695 50/6.55 100/6,15
10/795 50/7.35 100/6,90
10/490 50/4.45 100/4.15
10/610 50/5.75 100/5,45
10/740 50/7.00 100/ 6.60
245 25/2.3D 100/2.15
4,90 5/4.50 10/4.0O
6.90 5/6.75 10/6,45
690 5/6.75 10/6,45
8 lor 14
?.?™lPA?!!L9D.li9ES.?.''J!{'. Socket jScanbe) 2.00
Hewlett Packard fJiS
Write or call for jjrices. /-T=i ^ ^L,L^
Anciior
Auiomation
Signalman
Modems
FREE SOURCE MEMBERSHIP WITH SIGNALMAN
All Signalman Modems are Direct Connect, an d include cables
ID connect to your computer anri to ttie telephone. Signalman
Modems provide the best price- performance values, and starf
at less than $1 00. Deiler inil 0 EM Inqiilrlu Invlltd -
Mark 1 RS232 (99) 59
Mark II fof Atari 850 (99) 79
Mark IV tor CBM/PET with soltwafe (169) 89
Mark V for Osborne (software available) (129) 79
Mark VI for IBM Personal Computer (279) 175
Mark VII Auto Dial/Auto Answer (159) 89
Mark VIM Bell 21 2 Auto Dial/Answef (399) 299
DC HAYES SmartiniMJen
DC Hayes Smartmodem 1 200
219
545
PROM QUEEN for VIC
Apple Emulator for Connnoilore 64
Screeomaiter 80 COLUMN CAflO iorCB4
Sglid Oak Z level Stanil for C64 or VIC
C64/VIC Switch (networking)
BACKUP V1.0 tape copier (or C64 or VIC
CAROBOARD/6 Mottierboard ■ VIC
CARDAPTER/i AtanVCS Adapter - VIC'
CARDPRINT Printer Interface ■ C64/VIC
CARDB0ARD/3S Motherboard - VIC
CARDCO CB4/VIC Calculator Keypad
CAR DRAM/1 5 RAM Expansion - VIC
Complete CARDCO Line in sloiik
CIE and VIE IEEE Interfaces in stock
BASM Compiler/Assembler for C64
17D
89
US
29
125
20
64
69
64
32
32
64
89
APPLE-FRANKUftHTEMS
KRAFT Apple Joystick 40
16K RAM CanI for Apple 59
Soilil Dak 2 Level Slaod for Apple 29
Serial Card lor Apple 99
MPC RAM/80 column canl lor IIE (AP/TTCT] 1 39
Z60 Softcard and CP/M (Mictosoft) 235
RANA EIrte I with Controller 389
ParaUel Printer Interface/Cable 79
Apple Dumpiini (Microtek] Printer Inltrlice IIS
Apple Dumpling Willi 1 6K Butler 160
Grappler -I- Interface 140
Kraft Products tor Apple in stock
DC Hayes Micromodem II 299
PES: File 100
PFS: Report |0D
Videx 80 Column Card 209
Nayden Soffwirt for Appit 20<yii OFF
Pl£ Writer Won! ProctMor 1 2D
B commodore
See us for Personal, Business, and Educational
requirements. Eifucatioital Discounts available.
PETSCAN I $245 base price
Allows you to connect up to 30 CBKf/PET Comptjters to
shared disk drives and ptinters. Completely transparent to Ifie
user. Perfect for schools or multiple wofd processing con-
figurations. Base configuration supports 2 computers. Addi-
tional computer hookups Si 00 each,
COMPAWSTCP" $115
Intelligent Temiinal Paclcage for PET, CBM, C64
Includes ACIA Hardware /_STCP Software
VETieEE to F^raildlFte^^
Includes case, power supply, full 8-bit transmission, and
switch selectable character conversion to ASCII.
VIDEO ENHANCER far Commodore 64 89
Realize video quality equal or better than composite monitor
using standard color TV.
SC REEN MAKE R 80 Column Adapter for C64 145
Provides big screen capability for business applications
VIC 20 Ptuducts
BACKUP V1.a 20
VIC RAM Cards in stock
VIC SuperEKpander 52
VIC 16KRAM
Tliom EMI Sottwire
HES Sillware
VIC Omega Race
SpdetsofMasfUMl)
Programmers Aid
YiCTOny Soltwire
Street Sweepers (VIC) 12
Night Rider (VIC) 11
Annihilatof 16
Adventure Pack II 16
Educational Pack I 1 1
Strategy Pack I 16
95
32
39
45
VIC Sargon.ll Chess
VIC GORF
Meteor Run (UMI)
VIC Radar Ratrace
AmoktUMI)
Snakman
Rubtk's Cube
Programmeis Refefence
FR06GER
VIC Adventure Series
lor VfC tod CE4
Kongo Kong (VIC)
Cosmic Debris (VIC)
Adventure Pack I
Melamorptiosis
Trek
Grave Robbers
PAPER CUP WonI Processor I09
ORACLE Data Base Batteries Inciuiled 1 25
Commodore 64 Programmers Reference Guide 16
MIcroCiiess lor CG4— B levels ol play 1 9
Computei's First Book of PCT/CBM 1 1
C64 or VIC SWITCH |25
POWER ROM Utilities for PET/CBM 78
Won! Pro 3-I-/64 69
WordPro 4-f - 8032, disk, printer 295
SPELLMASTER spelling checker tor WonlPn)
VISICALC for PET. ATARI, or Apple 189
PET-TRAX PET to Epson Grapliics Softiara 4D
SM-KIT enhanced PET/CBM ROM Utilities 40
Programmers Toolkit - PET ROM Utilitie-; 35
EASY CALCIor C64 GS
PET Spaceraaker II ROM Switch 35
COPYWRITER Wonl Processor tor CM 69
2 Meter PET to IEEE or IEEE to IEEE Cable 40
Dust Cover for PET, CBM, 4040, or 8050 8
CmC Interfaces (ADAI8D0, ADA1450. SADI in sfncid
Pro jremraing the PET/CB M ICompulell — R. West 20
Compute! First Book of VIC 1 1
HES MODEM with Softwin 65
HES Sotlwart mil Hanlwire In stnck
UMI prnducls in slock
GHIDRUNNER(HES|VICcrCG4 29
COCO (HES) Tulonaf for C64 39
Gridrunner (HES) C64 or VIC 29
Agressor (HES) 29
HES Turtle Graphics VIC 29 C64 49
HES V^riler VIC 30 C64 34
Grand Master Chess |UMI| C64 or VIC 27
Renaissance (UMI) VIC 29 C64 24
Synthesound (HES) 44
HESMON VICorC64 29
6502 Professional Developemeni System (HES) 24
Robot Panic- 29 Prate's Peril 29 Retro Ball 29
DISK
SPECIALS
Scotch (3M) 5" ss/dd
Scotch |3M) 5" ds/dd
Scotch (3M) 8" ss/sd
Scotch(3l^)B"ss/fld
10/2,20 50/2.00 100/1,95
10/3,05 50/2.80 100/2,75
10/2.30 50/2,10 100/2,06
10/285 50/ 2.70 100/2,65
We Stock VERBATIM DISKS
Write for Dealer and OEM prices
Seminal 5" ss/dd 10/1.90 50/1.B5 100/1.80
Sentinal 3" ds/dd 10/2.55 50/2,50 100/2.45
We stock Dysan disks
Wabash 5- ss/sd 10/165 50/1,60 100/1,55
Wabash rj" ss/dd 10/1.95 50/1.90 100/1.85
Wabash 8" ss/sd 10/2.00 50/1.95 100/1.85
We stock MAXELL DISKS
Write for dealer and DEM prices.
Disk Storage Pages 10 for $5 Hub Rings 50 for S6
Disk Ubr.iry Cases 8"— 3,00 5"— 2.25
Head Cleaning Kits 1 1
CASSETTE TAPES-
c-io
C-30
-AGFAPE-6)1 PREMIUM
10/ .61 50/ .58 100/50
10/ .85 50/ .82 100/ .70
OATASKIELD BACKUP POWER SOURCE 265
Batlery t);ick up Uninlermplible Power Supply with surge and
noise filtering The answer to your power problems.
98
Zenith ZVM-1 21 Green Phosphor Monitor
Zenith new color and monochrome monitors in slock
Peachleit 5D00 SoltwarB Packajje
PFS Soltware lor IBM and Apple in stock
VOTRAX Personal Speech System
VOTRAXType-N-lalk
VOICE BOX Speech Synthesizer (Apple or Atari)
CompuServe Subscription (5 hours free)
Dynai |Bi3)tlief] DX-15 Daisy Wheel Printer
Prownter Parallel Printer
Plniionic 1090 Prtnter nilli Comipcnilenu Mode
USI CompuMOD 4 R F Modulator
Oaisywriler 2000 with -IBK buffer -I- cable
Many pnnters available (Gemini-Star. Brolhef, OKI, etc.)
We Stock AMDEK Monltore
Amdek DXY-100 Pkitter 590
A P Products 15% OFF
Walanabe Intelligent Plotter 990 6-pen 1290
BROOKS 6 Oullet Soii< Siipprtssor/NoJit Filter 54
We stock Electrohome Monitors
SyeertekSYM-l Mlcncompiiter |69
i':L?M!!^.MA?.!™*.^..f RICES DISCOUNTED
Panasonic 12" Monitor (20 MHz) with audio
Panasonic CT-,160 Dual Mode Color Monitor
Z19
280
160
32
469
379
319
39
1150
135
259
USI Vlileo Mcnitors—Green.er AMBER 20 MHz hl-res.
Dealer anil OEM Inquiries invited
T£tiinf
data
systems
H E B 0 1 Babot (faclory assembled) Z 1 4 5 ■.
ZZ9 Terminal (DEC and ADM compatidle) 6BD'
ZT-) Intelligent Cominunica lions Terminal 369
ZT-IO Intel Terminal with Serial Port 340
Z1 00 I e-blt/8-lilt Systems in stock CALL
We stock entire Zenith line.
ATARr
SPECIALS
WE STOCK ENTIRE LINE-write for prices.
Software for Atari in stocic
215-822-7727
252 Bethlehem Pike
Colmar, PA 1891 5
A B Computers
WRITE; FOR CATALOG. Add SI .50 per order for United Parcel.
We pay b'alani;e ol UPS surface shipping charges on all prepaid orders
(add extra (or mail. .^PO/FPO, air). Prices include cash discount.
JRegular prices slightly higher Puces subject to change.
OAK STAND-C64. VIC, Apple, Atari 29
Beautiful ralura! solid oak two-level slanl Resis on (able
above compulef. Holds disk drives/cassetle deck, as well as
your monilof/TV.
KMMM Pascal for PET/CBM/C64 $79
A subset of standard Pascal wrtti extensions. Includes Macfiine
Language Pascal Source Editor. Mac;fiine Language P-Code
Compilef. P-Code to macfiine language Iranslatw fof optimized
obiect code. Run-time package, FkMling Point capability. User
Manual, and sample programs.
Flequires 32 K f!£!5? specify configuration.
EARL for PET (disk file based) $65
Editor. AucDkler. Rdoaler, Uaktr
Genefales relocatable object code using MOS Techratogy
mnenwuca Disk file input (can edit files largef than memory).
Paper Clip (Batteries Included) $109
Extremety compref)ensive word processor for Commodote and
CommodofE 64 computers. Has features of WflfdPro, plus
a*anccd fundioiis tike Iwnontal scroll, column wcnb, ookjnm
aritfimetic, column sort and cofliprehensr^e praiter support^
Detphfs ORACLE (Batteries EncJuited) $125
Campteliensive Data Base, Reporl Writer, Mail Label system
allowing large recocd size (over 8000 characters) with the
numbef of records in a file limited only by disk capacity (7.5
MB or) 9090 drive). Fast machine language loutineSt including
full mulllleve^Mrts__
RAM/ROM for PET/CBM
4K or SK bytes of soft ROM optional battery
backup.
Use RAM/ROM as a software development tool to store data
or machine code beyond the nornial BASIC range, or to load a
ROM image to avoid ROM socket conflicts. Possible appli-
cations include machine language sort (such as SUPER-
SORT), universal wedge, Extramon, etc.
RAM/ROM — 4K $75
RAM/ROM - 8K 90
Batt«y Baciojp Option 20
SUBSORT for PET/CBM $35
Excellent general purpose machine language sort routine.
PROGRAM YOUR OWN EfROMS $75
Branding Iron EPROM Programmer lor PET/CBM software for
all ROM versions. Includes all harrtware and software to pro-
gram aj^_27J6_and_2^32_EPROMs-
P0RTMAKERDUALRS232SERIALP0RT $63
Two ports with lull bipolar RS232 buflering Baud rates from
30Qjfl_4™. Fot_PEJ/CB2^^AIM^SYM.
COMAL Package for CBM $25
Includes software on disk, and Comal Handbook
Superfiraphlcs 2.0
NEW Version with TURTLE GRAPHICS
SuperGraphics, by John Fluharty, provides a 4K machine
language extension wtiich adds 35 lull featured commands to
Commodore BASIC to allow fast and easy plotting and man-
ipulation of graphics and shapes on the PET/CBM video
display.
SOUND commands allow you to initiate notes or songs
from BASIC, and then play them in the background mode
without interfering with your BASIC program.
Additionally, seven new TURTLE commands open up a
whole new dimension in graphics.
Specity machine model (and size). ROM type (BASIC 3
or 4)
SuperGraphics in ROM (SAOOO orS9000) $45
Volume discounts available tor schods
NEW
VERSION 2
noN fur C64
FLEX-F IL£ is a set of flexible, friendly programs to ai tow you to
set up and maintain a iJata base. Includes versalile Report
Writer and Mail Label routines, anr) dreumentation for pro-
grammers to use Data Base routines as part ol older pro-
grams.
RANDOM ACCESS DATA BASE
Record size limit is 256 charactas. The number o! records per
disk is limited only by record size and free space on the disk.
File maintenance lets you step forward or backward through a
file, add. delete, or change a record, go to a numbered recad, or
find a record by specilied field (or partial field). Field lengths
may vary to altow maximum information packing Both sub-
totals and sorting may be nested up to 5 fields deep Any field
may be speciTied as a key. Sequential file input and outpuL as
well as file output in WotdProand PaperMatelormat is suppor-
ted. Record siie, fields per record, and order ol fields may Be
changed easily.
MAILING LABELS
Typical mail recortts may be packed 3000 per disk on 8050
(140D in 4040)- Labels may be printed any number wide, and
may begin in any column position. There is no limil on the num-
ber or order Of fields on a label and complete record selection
via type code or field corvdition is supported
REPDHT INRITEB
Flexible printing format, including field placement, decimal
justification and rounding. Define any column as a series of
math or trig functions performed on other columns, and pass
results such as running total tram raw to row. Totafs, nested
subtotals, and averages supported Complete record selection,
including field within range, pattern match, and logical func-
tions can be specified.
FLEX-FILE 2 by Michael Riley $110
CBM64, PET/CB^/VIC— 22K, Disk SpKity confi_gu_ration__
"SCRTeN MAKER^cg'rsriiJcrotech)"" i^^^
flD CofuiHi Attiplcr Itr Continodore M
Expand your computer for business applications. Provides 80
column X 24 fine display in a 2K video RAM. Linking
software provided _ _
Copy-Writer Word Processor $69
Full-featured professional word processor with over BOO lines
of text per memory load on C64, Has features not available in
many word processors such as double column printing, built in
graphic capability, shorthand notations, and ability to support
all printer codes.
SPECIAL COMBINATION PACKAGE " $200
Includes SCREEM MAKER AND Copy Writer lor C64
DISKLLU. $411
Intensive Care Urit by LC. CarglJe
COMPLETE DISK RECOVERY SYSTEM FOR CBM DRIVES
- edit disk btocks with ease
- duplicate disks, skipping over bad blocks
- complete diagnostic facilities
- unscratcb scratched files
- check and correct scrambled files
- recover improperly ckssed files
- extensive treabnent of relative files
- optional output to IEEE488 printer
- comprehensive user manual (an excellent tutorial on disk
operation and theory).
Furnished on copy-protected disk with manual
Backup disk available, S1 0 additkxial.
CBM Sottwin
PAPER CLIP Word Pn)i»sur MB
BASIC INTEBPRETER for CBM B096 $95
PEDISK II Syitemt Iroin cgrs MicittKh itniliklt
FILEX IBM 374)/2 Biti Eiclnnge Soltvirt milihlL
JIN SAM Diti Base MgnagetnenI System lor CBM.
COPY-WRITER Wonl Pntceuor lor PET/CBM $1 59
CASH MANAGEMENT SYSTEM $45
Pelspeed BAS IC Compiler 1 20
Integer BASIC Compiler f20
CM AR Record Handler IfO
ItCSD Pascal (without board) 135
Wordcrafl 80 or 809B 265
FORTH for PET now for CB4
BY LC. Cargile arri Michael Riley $50
Features inclwfe:
full FIG FORTH model
all FORTH 79 STANDARD extensions.
stmctured B5D2 Assembler with nested deciskin
making macros,
full screen editing (same as when programming in
BASIC),
auto repeat key.
sample programs.
standard size screens (16 lines by 64 characters).
150 screens per diskette on 4040. 480 screens on
8050.
ability to read and mite BASIC sequential tiles,
introduclcry manual.
rplpTPfv^ rriirinii^l
For Commodore 64,or any 16K/32KPET/CBMwrth ROM 3or
4, and CBM disk drive Please specify contiguratkxi when
adering
Melicoflipller for FORTH $30
Simple metacompiler for creating compacted object code
which can be mn independently (without FORTH systjfij__
PageMate
60 COMMAND
WORD
PROCESSOR
by Michael Riley
ftB m^
Paper-Mate is a fulKealured word processor for Com-
modore computers Page-Mate incorporates 60 commands to
give you full screen editing with graphics for all! 6K or 32K
machines (including 8032(, all printers, and disk or tapedrives.
Many addittonal features are available (including most capa-
bilities ol WordPro 3).
Page-Mjte functions with all Commodore machines with at
least 16K, with any printer, and either cassette or disk
To order Page-Mate, please specify machine and RO M type.
Page-Mate (disk or tape) for PET, CBM, VIC, C64 $40
SM-K1T fir PET/CBM $40
Enhanced ROM based utilities (or BASIC 4. Includes both pro-
gramming aids and ^iskjiandling commands
Commodere 64
Huttr-Kiler - CmrmIiii G4 15
- authentic naval warfare game (complete vrith sonar)
Submarine Warfare (Clockwork Computers) 29
PAPER CUP Wir^ Pnctsnr 109
BASM Compiler and Assembler 65
WordPro 3+/64 75
Vanilla PILOT with Turtle Graphics 27
- also includes sound, ToolkiL (oystick support
Commodore 64 Programmer Reference Guide 16
GCI Submarine Warfare 24
Laser Command 15
EAHIY GAMES lor Yooi| CVUin ZS
PETSPEEO Compiler C64 120
CALC RES ULT Srmi Skoet Poclnii 1 35
1 000 M iles (M iiie Bornes Game 9
MIcroCbm 19
Adventure (ilisk) 9
PI10T64 45
LOGO 64 45
Eny Cilc 64 G5
MAE Assembler - C64 85
Assembly Language Tutorial - C54/V1C 27
Abacus Software in stock
Synthy-64 nxjsic and sound synthesiser 26
Tiny BASIC Compiler 17
ScreenGraphics-64 adds BASIC Graphics 22
Draw Poker 5
All Victory Software in stock
215-822-7727
252 Bethlehem Pike
Colmar, PA 1891 5
A B Computers
WRITE FOR CATALOG. Add SI. 50 per order for United Parcel.
We pay balance of UPS surface sfiipplng charges on all prepaid orders
(add extra for mail. APO/FPO, air). Prices include cash discount.
Regular prices sligfitly fiigfier Prices subject to cfiange.
Bagets
90 REM BAGELS ML
100 DATA 169, 0,141, 64, 2, 238, b4, 2, 173, 64, 2
,201,10,240,5,32,81,3,208,241,96
110 DATA 9,48,32,210,255,169,32,32,210,25
5,162,0,142,65,2,142,66,2,142,67,2
120 DATA 32,228,255,201,65,144,249,201,71
,176,245,32,210,255,174,67,2
130 DATA 238,67,2,157,76,2,189,68,2,157,7
2,2,224,3,208,223,189,72,2
140 DATA 221,76,2,208,11,238,65,2,169,0,1
57,72,2,157,76,2,202,16,234,160,0
150 DATA 162,0,185,72,2,240,16,221,76,2,2
08,11,238,66,2,169,0,153,72,2
160 DATA 157,76,2,232,224,4,144,230,200,1
92,4,144,223,162,0,169,32
170 DATA 32,210,255,189,65,2,9,48,32,210,
255,232,224,2,144,238
180 DATA 169,13,32,210,255,173,65,2,201,4
,96
200 FOR J=a28 TO 990
210 READ X: T=T+X
220 POKE J,X
230 NEXT J: IF T<>18169 THEN STOP
240 PRINT "BAGELS"
250 PRINT ".. GUESS MY SECRET CODE"
260 PRINT ".. I'LL TELL YOU HOW MANY"
270 PRINT ".. EXACT MATCHES AND OTHER"
280 PRINT " . . MATCHES YOU GET ..."
290 X=RND{0)
300 FOR J=0 TO 3
310 X=INT(RND(l)*6)+65
320 POKE 580+J,X
330 NEXT J
340 SYS 828
350 IF PEEK (577) =4 THEN PRINT "GOT ITr':G
OTO 400
360 PRINT "THE CODE WAS; " ;
370 FOR J=0 TO 3
380 PRINT CHR$(PEEK(580+J));
390 NEXT J: PRINT
400 INPUT "WANT ANOTHER GAME"rX$
410 IF X$="Y" OR X$="YES" GOTO 300 ©
New VIC-20 based monitor/control system
for Home, Industialfi Laboratory applications.
Model VM1000 is a 7 slot card cage utilizing
both User & Expansion port and includes:
VM101' buffered, 6-slot cartridge mother
VM201' 24K RAM expansion
VM301 12 bit DAC; 8 channel MUX; 8 bit ADC
Personal S5S5
Comput:er Specialties
P.O. Box 23, Fleming, Pa. 16835
"Motherboards RAM can be plugged directly
into VIC & are available separately.
VM101 $87 Pa.res.add 60/0 sales tax.
VM201 $115
222 COMPUTl! October 1983
Telecommunications
with a difference!
Unexcelled communications power and
compatibility, especially for professionals and
serious computer users. Look us over; SuperTerm
isn't just "another" terminal program. Like our
famous Terminal-40, it's the one others will be
judged by.
• UP/DOWMLOAD FORMATS -CBM, Xon-Xoff,
ACK-NAK, etc.
■ DISPLAY MODES - 40 column: 80/132 with
side-scrolling
' EMULATIOW — 42 popular terminal protocols
■ FUWCTIOrj KEYS -8 Standard. 52 user-defined
• BUFFERS — Receive, Transmit, Program, and Screen
• EDUIIMG — Full-screen editing of Receive buffer
• FILE COMVERSION- ASCII to PGM, PGM to ASCII
• PRINTING — Continuous printing with Smaa ASCII
and parallel printer; Buffer printing with other interfaces
or VIC printer
• DISK SUPPORT- Directory, Copy, Rename, Scratch,
etc.
• FLEXIBILITY— Select baud, duplex, parity, stopbits, etc.
Program options are selected by menus and function
keys. For maximum convenience, an EXEC file sets
options on start-up. SuperTerm may be backed-up for
safety. Software on disk or cassette, with special
cartridge module.
Write for the full story on SuperTerm; or, if you
already want that difference, order todayl
Requires: Commodore 6« or VIC-20. disk drive or Datasette, and
compatiOle modem VIC versior requires I6K memory expansran. Please
specify VIC or 64 when ordering
Just need UP/DOWNLOAD?
If you don't yet need SuperTerm 's power, perhaps
Terminal-40 Plus |VIC) or '64 Terminal Plus is right for
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PROGRAMMING THE Tl
C Regena
Playing Music
On The Tl
Musicians, rejoice! Here is a computer that plays
music. You can play a single tone to tune an in-
strument or get a pitch for a song, or you can play
complex rhythms with three-part harmony. Com-
pose to your heart's content and let the computer
perform your masterpiece.
Nonprofessional musicians - if you'd like to
learn more about music, your computer can be a
great teacher. Learn the notes on a keyboard,
learn to read music, learn definitions, or learn to
distinguish chords. The computer with music
capabilities makes learning fun.
For those of you who prefer not to write your
own programs, the Tl Music Maker command mod-
ule is available. Here's a quick review. You may
compose music by choosing various types of notes
or rests (quarter, eighth, half, etc.) and placing
them on the staff. Choose notes for accompani-
ment if you wish. Build a song a measure at a
time. The computer makes sure the timing works
out correctly. Oh yes, you can choose your key
signature, time signature, and tempo. At any
time you can play or edit your composition, then
save it on cassette or disk if you like.
Another section of the module is made espe-
cially for nonmusicians. You may draw lines up
and down the screen at different levels for a
"sound graph," then hear the computer play re-
lational tones. Add second and third voices if you
wish. This command module is really quite versa-
tile with many options and can help you learn
about music.
CALL SOUND
To program your own music on the Tl, use the
CALL SOUND statement. The basic form is
CALL SOUND(duMfion, frequency, volume)
The duration is a numeric expression (number,
variable, or algebraic expression which will
evaluate to a number) which is the number of
milliseconds you wish to play the tone. For exam-
ple, 1000 would be one second. The number may
224 COMPUTE! Octobef1983
be from 1 to 4250 or from -4250 to -1.
The frequency is a numeric expression that
indicates what tone to play. The frequency is the
cycles per second and may be from 110 to 44733,
which is from low A on the bass staff to out-of-
human-hearing range. The "Musical Tone Fre-
quencies" table in the Appendk of the User's Ref-
erence Guide lists the musical notes with the cor-
responding frequencies. Note that you can specify
numbers that are between the normal musical
tones.
The volume is a numeric expression that indi-
cates loudness. The volume may vary from 0 to
30, where 0 is the loudest. The volume also de-
pends on the audio setting of your monitor or
television, but you can control relative volumes of
the tones with this parameter.
Try this command;
CALL SOUND (500, 440, 2)
The computer plays the tone of A (440) for 500
milliseconds (half a second) at a volume level of 2.
Now, if you want to tune your band instru-
ment, just run this program.
440, 0}
100
1 10
CALL
GOTO
SOUND (4250.
100
You may specify one, two, or three notes to
be played in one CALL SOUND statement. Each
statement has one duration, then a frequency
with a volume for each note desired. Here is an
example of the three notes in the C major chord:
CALL SOUND (1000, 262 , 6, 330, 4 , 392 , 2 )
The chord will play for 1000 milliseconds. The
notes played are C at a volume 6, E at a volume 4,
and G at a volume 2. Try a few chords with differ-
ent frequency and volume numbers.
If you play a solo instrument, you might enjoy
programming the computer to play the accompa-
niment chords. Tune your instrument with the
computer, then you can play with the computer
as your accompanist.
Using Sheet Music
If you use three tones in the CALL SOUND state-
ment, they may be in any order. I like to use the
first frequency and volume as the melody tone,
then the second and third frequencies and vol-
umes as the accompaniment tones. This way I
can keep track of which number is the melody.
Also, if I start to run out of memory in a piece, I
can go back to the CALL SOUND statements and
delete accompaniment tones by keeping only the
first frequency and volume in each statement.
You may work from a copy of written music
to try out the musical capabilities of the TI. The
top note is usually the melody. You may choose
any two notes written directly under the melody
note for the accompaniment or the other two notes
in your CALL SOUND statement. To emphasize
the melody, use a louder volume for the melody
note and softer volumes for the accompaniment
notes. For example:
CALL SOUND(400,262, 1, 196,6, 157, 8)
If you have two CALL SOUND statements
together which specify the same frequencies and
volumes, the notes may sound like one long note
rather than two separate notes. To make the notes
sound distinct, just change the volume number
for one of the notes:
300 CALL SOUND (200, 262, 2, 1V6, 6, 165, B)
310 CALL SOUND<200,262, 3, 196, 6, 165, 8)
To make a bass note sound tied or held while
two different melody notes are played, keep the
frequency and the volume numbers the same in
both statements:
500 CALL SOUND (300, 262, 2, 165, 8>
510 CALL SOUND (300, 330, 2, 165, B)
Other statements may be executed while a
note is being played. You may define graphics,
draw graphics, or make calculations between
CALL SOUND statements. This feature allows
you to have fun choreographing pictures with
music to present a musical dramatization. You do
need to experiment so you don't get too many
statements between the music statements or there
will be gaps in the music.
A note will keep playing for its specified du-
ration, and the computer will execute statements
until either the duration runs out or another CALL
SOUND statement is encountered. If another
CALL SOUND statement needs to be executed,
the computer waits until the first duration is
finished before starting the next sound. If you
prefer to have the computer go ahead with the
next sound statement, use a negative number for
the second statement's duration. Here is an
example.
100 CALL SaUND<200,392, 2)
110 CALL SOUND (200, 330, 2)
120 CALL SOUND C200, 262,2)
130 CALL SOUND £200, 330, 2)
140 CALL SOUND £400, 392, 2)
150 END
The computer starts with the tone of G and plays
for 200 milliseconds. Next the tone of E plays for
200 milliseconds, then C for 200 milliseconds,
then E for 200 milliseconds, then G for 400 milli-
seconds. During the last note the program will
end, but the note will keep playing for the 400
milliseconds.
Now change to negative durations in hnes
110-140:
100
1 10
120
130
140
150
CALL
CALL
CALL
CALL
CALL
END
SOUND £200, 392, 2)
SOUND £-20 0, 330, 2)
SOUND (-200, 262, 2)
SOUND (-200, 3 30, 2)
SOUND (-400, 3 92, 2)
This time, the computer starts by playing G. As
soon as the computer comes to line 110, a CALL
SOUND statement with a negative duration, the
computer immediately starts the new sound - no
matter what the previous duration was. Line 140
starts the sound of G as soon as the computer
comes to that statement, then continues the sound
for 400 milliseconds since there is not a following
sound statement with a negative duration. Try
running these two programs to hear the difference.
A technique I like to use in programming
music is to use a variable name for the duration,
and specify the numeric value of that duration
variable near the beginning of the program. For
example, 1 often use T for "tempo" or "time" or
M for "metronome marking" or N for "note." If I
use T to represent the duration for a quarter note,
then T/2 would be an eighth note and 4*T would
be a whole note. You can get exact timing in
your music and let the computer calculate the
durations.
Note: Avoiding using Q for "quarter note,"
especially on the TI-99/4, because the key combi-
nation of SHIFT Q is "quit." This is comparable to
the FCTN (quitting on the TI-99/4A). An accidental
SHIFT Q will wipe out your program and return
to the title screen. With a shifted parenthesis be-
fore the variable and a shifted comma after the
variable, it's too easy to get an accidental SHIFT Q.
Variable Durations
Another advantage to using a variable duration is
that you can write your song in terms of the vari-
able, then change the tempo of the song by chang-
ing only one line (the line defining the duration)
rather than each CALL SOUND statement. Here
is a short example.
100 T=400
110 CALL SOUND (T, 262, 2)
120 CALL SOUND (T, 274, 2)
October 1983 COMPUTl! 225
130
140
l7i0
160
170
1B0
190
100
110
120
130
140
150
160
170
180
CALL
CALL
CALL
CALL
CALL
CALL
END
SOUND (2*T, 330 , 2)
S0UND(3*T/4,349,2)
SOUND tT/4, 392, 2)
SOUND (T/2, 440, 2)
SOUND (T/2, 494, 2)
SOUND ( T*4, 523, 1 )
Duration of quarter note = 400
Quarter note
Quarter note
Half note
Dotted eighth note
Sixteenth note
Eighth note
Eighth note
Whole note
RUN the program . Now change line 100 to T = 800.
The song is twice as long, but each note stays in
the exact proportion. Change line 100 to T = 200.
The song is faster, but still in proportion.
If you need to learn a song with a difficult
rhythm, program the computer to play the song.
Use a variable such as T for the duration. You can
set the duration to a slower note, then as you
learn the song you can speed it up by changing
just the one line.
You may prefer to use variables for the dif-
ferent kinds of notes in this manner:
100
T = 400
I 10
E = T./2
120
H = T*2
130
CALL SOUND (H,
2)
140
CALL SOUNDCE,
494,
3 )
150
CALL SOUND<E,
440,
3)
160
CALL SOUND(T,
392,
2)
100
Quarter note duration
110
Eighth note
120
Half note
You may also want to set up a list of variables
for the note names before you use them in CALL
SOUND statements:
100 T=400
110 C=262
120 D=294
130 E=330
140 CALL S0UND(T,E,2)
150 CALL S0UND(T,D,2)
160 CALL SDUND<T,C,2)
You may also use a variable for the volume,
such as CALL SOUND(T,D,V).
Just as in other programming, vou can use
FOR-NEXT loops and GOSUB and GOTO state-
ments to help write your music. For example, if
you have a musical phrase between repeat bars,
you can use a FOR-NEXT loop to play it twice. If
you have a common phrase used several times
within a song, use a GOSUB procedure.
Beethoven Medley
The following program, "Ludwig," illustrates the
use of CALL SOUND statements to create a med-
ley of familiar Beethoven pieces. Line 120 sets the
226 COMPUTE! October 1983
duration of a quarter note to 400 milliseconds for
the first tune, an excerpt from "Ode to Joy" of the
Ninth Symphony. Lines 170-660 play this melody.
In between the CALL SOUND statements are
graphics statements. Lines 180-340 define graphics
characters and colors, then later CALL HCHAR
and CALL VCHAR statements draw a picture.
The CALL SOUND statements in lines 170-400
illustrate the "tied" bass note, or a bass note held
while two melody notes are played. Most of the
notes are quarter notes, but line 610 has a dotted
quarter note, line 650 has an eighth note, and line
660 has a half note.
Line 860 resets the duration variable T to 200
milliseconds. This time T represents an eighth
note for phrases from "Ecossaises." The excerpt
here is taken from music that is within repeat bars
but has a first ending and a second ending. The
common part of the repeat is in the subroutine at
lines 1860-2230. Line 890 GOSUB 1860 plays the
common phrase, then lines 920-980 play the first
ending. Line 1010 repeats the common phrase
with GOSUB 1860, then lines 1040-1100 contain
the second ending.
Lines 1260-1420 play the third melody, "Fiir
Elise." This example shows GOSUB commands
within a FOR-NEXT loop. The subroutine for the
common notes is contained in lines 2240-2420.
The final melody (lines 1430-1840) is an ex-
cerpt from the second movement of Beethoven's
Fifth Symphony. Line 1430 defines the new dura-
tion T to be 800 milliseconds for an eighth note at
an andante tempo. U is defined as three-fourths
of an eighth note, or a dotted sixteenth note. T/4
is used for a thirty-second note. Character 128 is
defined as a graphic musical note, and the em-
bedded CALL HCHAR statements among the
CALL SOUND statements place the notes on the
screen.
Line 1850 (GOTO 1850) holds the picture on
the screen. Press CLEAR (FCTN 4 on the TI-99/4A
or SHIFT C on the TI-99/4) to stop the program.
If you prefer to save the typing time, you can
obtain a copy of this program by sending $3, a
stamped, self-addressed mailer, and a blank tape
or disk to: REGENA, P.O. Box 1502, Cedar City,
UT 84720. Please specify the name of the program.
Ludwig
100 REM BEETHOVEN MEDLEY
110 REM
120 T-=400
130 CALL CLEAR
140 CALL BCREEN(3)
150 PRINT TAB <6) ; "BEETHOVEN MEDLEY"
160 CALL
170 CALL
130 CALL
>
COLOR (1,2,8)
SOUND (T, 330, 2, 131,6)
CHAR<96, "FFFFFFFFFFFFFFFF'
190
CALL
)
CHAR (97, "FF7F3F1F0F07 0301 ■■
770 CALL HCHARC I , A, 97)
780 CALL HCHAR ( I , A+1 , 96, B)
200
CALL
SOUND fT, 330, 3,131,6)
790 CALL HCHAR ( I , A+B+1 , 98)
210
CALL
CHAR (98, '■FFFEFCFBF0E0C0S")
300 NEXT I
220
CALL
CALL
CHAR ( 104, "FFFFFFFFFFFFFFFF
810 DATA 12,9,9,14,7,18,6,20,4,24,3
320 CALL HCHAR ( 1 , 1 , 96,94)
230
SOUND CT, 349, 3, 131,6)
240
CALL
CHAR ( 105, "0103070F1F3F7FFF
830 CALL HCHAR (3, 31 , 98)
" )
840 CALL HCHAR (2, 32, 32)
250
CALL
CHAR(106, "S0C0E0F0F8FCFEFF
850 CALL HCHAR ( 1 , 32, 98)
" )
860 T
= 200
260
CALL
SOUND (T,392,2, 13 1,6)
870 CALL COLOR (2, 16, 3)
270
CALL
CHAR ( 120, "00003C3E3E1E0F03
880 CALL COLCR( 12, 3, 3)
" >
890 GOSUB
1860
280
CALL
CHAR < 121 , ■'003a78F8F8F0C0BC
9>3 0 C
ALL HCHAR (3,6, 120)
" )
910 CALL HCHAR (3, 7, 121 >
290
CALL
SOUND (T, 3 92,3, 147, 6)
920 CALL SOUND (T, 466, 3, 1 17, S>
300
CALL
" )
CHAR ( 1 13, ■'FF7F3F1F0F070301
930 CALL HCHAR(4, 6, 122)
940 CALL HCHAR (4, 7, 123)
310
CALL
CHAR (114, ■■FFFEFCF3F0E0C08"
950 CALL SOUND (T, 831, 4, 698, 8)
)
960 CALL HCHAR (5, 10, 120)
320
CALL
S0UND(T,349,3, 147, 6)
970 CALL HCHAR (5, 1 1 , 121 )
330
CALL
COLOR (10, 8,8)
980 CALL SOUND (T*2, 831, 3, 698, 7, 233,
340
CALL
COLOR (11,3,11)
9)
350
CALL
SOUND (T, 330, 3, 147, 6)
990 CALL HCHAR(6, 10, 122)
360
CALL
VCHAR ( 13, 15, 104, 7)
1000
CALL
HCHAR (6, 11, 123)
370
CALL
VCHAR ( 13, 16, 104, 7)
1010
BOSUB
1860
380
CALL
VCHARC 13, 17, 104, 7)
1020
CALL
HCHAR (2, 15, 120)
390
CALL
VCHAR i 13, IS, 104, 7)
1030
CALL
HCHAR (2, 16, 121 )
400
CALL
SOUND «T, 294, 3, 147, 6)
1040
CALL
SOUND (T, 349, 3, 294, 7, 117,9
410
CALL
HCHAR«19, 14, 105)
)
420
CALL
HCHAR < 19, 19, 106)
1050
CALL
HCHAR (3, 15, 122)
430
CALL
HCHAR<20, 13, 105)
1060
CALL
HCHAR(3, 16, 123)
440
CALL
HCHAR (20, 14, 104, 7)
1070
CALL
S0UND(T,466, 3)
450
CALL
HCHAR (20, 21 , 106)
10 80
CALL
HCHAR (4,26, 120)
460
CALL
SOUND (T, 262, 2, 165, 6)
1090
CALL
HCHAR (4,27, 121)
1 100
CALL
SOUND (T*2,466,2,294,6, 233
470
CALL
HCHAR (21 , 1 1 , 105)
,8)
CALL
480
CALL
HCHAR (21 , 12, 104, 10)
1110
HCHAR (5, 26, 122)
490
CALL
HCHAR(21 ,22, 106)
1 120
CALL
HCHAR (5, 27, 123)
500
CALL
SOUND (T, 262,3, 165,7)
1 130
CALL
COLOR (12,16,3)
510
CALL
HCHAR (22, 9, 105)
1140
CALL
HCHAR (6, 20, 120)
520
CALL
HCHAR(22, 10, 104, 14)
1 150
CALL
HCHAR (6,21, 121 )
530
CALL
HCHAR(22,24, 106)
1 160
CALL
HCHAR (7, 20, 122)
540
CALL
SOUND (T, 294,2, 175, 6)
1 170
CALL
HCHAR (7, 21 , 123)
550
CALL
HCHAR<23,7, 105)
1 180
CALL
HCHAR (8, 16, 120)
560
CALL
HCHAR (23,8, 104, 18)
1190
CALL
HCHAR (8, 17, 121 )
570
CALL
HCHAR (23,26, 106)
1200
CALL
HCHAR (9, 16, 122)
580
CALL
SOUND (T,330,2, 17 6,5)
1210
CALL
HCHAR (9,17, 123)
590
CALL
CHAR< lis, "80A2A2AAEEEFFFFF
1220
CALL
HCHAR(2,22, 120)
" )
1230
CALL
HCHAR (2, 23, 121 )
6 00
CALL
)
CHAR(99, "S0A2A2AAEEEFFFFF"
1240
CALL
HCHAR (3, 22, 122)
1250
CALL
HCHAR (3, 23, 123)
610
CALL
SOUND ■;T*1 . 5, 29 4, 2, 19 6, 7)
1260
FOR :
[=1 TO 2
620
630
CALL
CALL
HCHAR (24, 1 , 99, 32)
CHAR (122, "0F3F7F7D790101 " )
1270
12 80
GOSUB 2240
CALL SOUND (T. 415. 3)
640
CALL
CHAR ( 123, "FEFE9EC0E0E(.iiE0E"
1290
CALL
SOUND (T, 494,3)
)
1300
CALL
SOUND CT, 5 23, 2, 1 10, 15)
650
CALL
SOUND (T/2, 262, 3, 196,7)
1310
CALL
SOUND (T, 165,4)
660
CALL
SOUND (2 *t', 262, 4, 165, 7, 13 1 ,
13 2 0
CALL
SOUND ■: T, 220,4)
8)
1330
CALL
SOUND (T, 330. 3)
670
CALL
COLOR (9,3,8)
1340
GOSUB 2240
680
CALL
COLOR (10, 11,8)
690
CALL
HCHAR (24, 6, i 15, 22)
1350
CALL
S0UND<T,523,3)
700
CALL
HCHAR< 12, 15, 113,2)
1360
CALL
SOUND (T, 494, 4)
710
CALL
HCHAR-; 12, 17, 114,2)
1370
CALL
SOUND (T, 4 4 0, 4, 110, 14)
720
CALL
HCHAR( 1 1, 13,97)
1380
CALL
SOUND (T, 165, 10)
730
CALL
HCHAR< 11,14, 96, 6)
1390
CALL
SOUND (T,220,7)
740
CALL
HCHAR (11, 20, 98)
1400
NEXT
I
750
FDR
1=10 TO 4 STEP -1
1410
CALL
SOUND (T, 330, 6)
760
READ
A, B
1420
CALL
SOUND (T«3, 440, 6)
October W83 COMPOTE! 22.
1430
T = 800
1440
U=T«3/4
1450
CALL
■')
CALL
CHAR (129, "0S0C0A0ft0a73Fa7
1460
COLOR (13,2,6)
1470
CALL
SOUND ( 1 , 9999, 30)
1480
CALL
SOUND (U, 156, 6 )
1490
CALL
COLOR (1,2,6)
1500
CALL
COLOR ( 9, 3, 6)
1S10
CALL
COLOR ( 10, 1 1 , 6,-
1520
CALL
SOUND (T/4, 208, 5)
1530
CALL
SOUND CT, 262,3)
1540
CALL
HCHAR ( 17, 4, 128)
15 50
CALL
SOUND (U, 262, 4)
1560
CALL
HCHAR ( 15, 8. 128)
1570
CALL
SOUND (T/4, 233, 4)
1580
CALL
SOUND (U, 208, 3)
1590
CALL
HCHAR ( 13, 12, 128)
160 0
CALL
SOUND (T/4, 262, 4)
1610
CALL
SOUND (T+U, 175,3, 13
9,10)
1620
CALL
HCHAR (13,21, 128)
16.30
CALL
SOUND (T/4, 220, 3)
1640
CALL
SOUND (U, 233, 3)
165 0
CALL
HCHAR ( 15, 25, 128)
1660
CALL
SOUND (T/4, 262, 2)
1670
CALL
SOUND (U, 277, 2, 233,
8)
168 0
CALL
HCHAR (17, 29, 123)
169 0
CALL
SOUND (T/4, 262, 3)
1700
CALL
S0UND<U,233, 2. 196,
8)
1710
CALL
SOUND (T/4, 277, 2)
17 20
CALL
SOUND (U, 196, 2, 156,
B)
17 30
CALL
SOUND (T/4, 233 , 2)
1740
CALL
SOUND(U, 165, 3, 131 ,
8)
1750
CALL
SOUND (T/4, 196, 3)
1760
CALL
SOUND (T+U, 262, 2)
177 0
CALL
SOUND (T/4, 233, 4)
178 0
CALL
SOUND (U, 220, 4, 175,
10)
1790
CALL
SOUND (T/4, 175, 4)
180 0
CALL
SOUND (U, 233,2, 1 17.
10)
1810
CALL
SOUND (T/4, 277, 3)
1820
CALL
SOUND (U, 196, 4, 156,
10)
1830
CALL
SOUND (T/4, 156, 4)
184 0
CALL
SOUND (2«T, 203, 2)
185 0
BOTO
1850
18 60
CALL
BDUND(T,392,3, 156,
8)
1B70
CALL
HCHAR (2,2,42)
1830
CALL
SOUND (T, 466, 3>
1890
CALL
HCHAR (4, 29, 42)
1900
CALL
,8)
SOUND (2f T, 466, 2, 23
3, 6, 196
1910
CALL
HCHAR (6, 14, 42)
1920
CALL
)
CALL
SOUND (T, 523, 3, 392,
6, 156, a
1930
HCHAR (3, 1 1 , 42)
1940
CALL
SOUND (T, 466, 3)
1950
CALL
HCHAR (2, 26, 42)
I960
CALL
,8)
SOUND (T*2, 466, 2, 39
2, 6, 196
1970
CALL
HCHAR (3, 4, 42)
1930
CALL
>
CALL
SOUND (T, 622, 1 , 392,
6, 156, 8
1990
HCHAR (2, 19, 42)
2 00 0
CALL
SOUND (T, 466, 2)
2010
CALL
HCHAR (7, 23, 42)
2020
CALL
,8)
SOUND (T*2, 466, 1,39
2,5, 196
2030
CALL
HCHAR(3, 12,42)
2040
CALL
)
CALL
SOUND (T, 523, 1 , 392,
5, 156, a
2 05 0
HCHAR (9, 19,42)
2060
CALL
B0UND(T,466,3)
228 COMPUTE! October 1983
2070
2080
2 09 0
2100
2110
2 120
2 136!
2140
2150
2160
2 170
2180
2 190
2200
2210
2220
2230
2240
2250
2260
2270
2280
2290
2300
23 10
2320
23 3 0
2340
2350
2 360
23 7 0
2330
2390
2400
24 10
2420
2430
CALL
CALL
,3)
CALL
CALL
)
CALL
CALL
CALL
CALL
, 8)
CALL
CALL
)
CALL
CALL
CALL
,8)
CALL
)
CALL
CALL
,8)
RETU
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
CALL
RETU
END
HCHAR(6, 7, 42)
SOUND (T*2, 466, 2, 392, 5, 196
HCHAR (5, 24, 42)
SQUNDiT,349, 1,294,5, 117,8
HCHAR (5, 17,42)
SOUND (T, 466, 3 )
HCHAR (2,9,42)
S0UND(T*2,4 66,2,294,6, 175
HCHAR (4, 20, 42)
SOUND (T, 392, 2, 31 1,5,117,8
HCHAR (2, 30, 42)
SOUND (T, 466, 3)
SOUND (T*2, 466, 2, 31 i , 7, 196
SOUND <T, 415, 5, 349,6, 117,8
SOUND
SOUND
RN
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
SOUND
RN
(T, 466, 4)
(T*2, 466. 3, 3 49, 6, 20 8
(T
(T
<T
(T
(T
(T
(T
(T
(T
(T
(T
<T
(T
(T
(T
(T
(T
(T
659, 6)
622, 6)
659, 6)
622, 5)
659, 4)
494. 3)
5B7, 4 )
5 2 3,5)
440, 6,
165, 8)
2 20, 6)
262. 4)
330, 4)
440, 4)
494, 4,
165, 4)
203, 4)
ZZ0, 4)
110, 15)
131 , 15)
r
I
I
I
I
I
I
I
I
I
I
FREE CATALOG!
Features Precision Tools and
Equipment for Computers
264
-=1"- „
^^"
terT
s^
f Vr
w^m
CB--
^■e^' ^■J^'
1
■iri^r-
p^
l^.
?~o
■ ^
t ■"""-
—
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Paga after page of hard-to-fInd preci-
sion tools, test equipment, computer
accessories and equipment. Send for
your fre« copy todayl
Name
Company
Address
Jensen Tools Inc.
7815 S. 46th St
Phoenix, AZ SS040
City.
State .
Zip-
Invisible Disk Directory
For VIC And 64
Kevin E Gough
If you have a VIC or 64 and a 2540 or 1541 disk drive,
this utility program can be very helpful. Once loaded, a
simple SYS 828 will let you display your disk directory
yet retain a program in memory.
The "Invisible Disk Directory Loader" is not really
invisible. It only seems to be. A BASIC program
POKEs the loader into the cassette buffer as
machine language. Beginning at 828 ($033C) and
ending at 971 ($03CB), the loader uses 144 bytes.
A knowledge of BASIC is all you need to enter
and use this program.
Using The "Invisible" Loader
If it were not for Jim Butterfield's article, "The
Confusing Catalog" (COMPUTE!, March 1983), I
probably would not have written the loader. I
saw how easily he could load the disk directory
from a program, as a file. Just OPEN 1,8,0,"$0" ,
input the bytes, do some manipulation, and there
you have it. With the Invisible Directory Loader,
you can display the directory and have any pro-
gram in memory at the same time. You will no
longer have to LOAD"$",8 as a program, just
type SYS 828 and press RETURN. The directory
of your disk scrolls onto the screen. Use the CTRL
key to slow the scroll when listing programs, or
press the space bar to stop the listing.
This program will also give you the number
of blocks each file uses and the number of blocks
free on your disk. The directory cannot be listed
on your printer.
You can also load and save cassette programs
and not destroy the loader in the cassette buffer.
This is because the loader also changes the start
of the cassette buffer pointer at 178 ($B2) for you.
Where it used to be 60 ($3C), it is now 204 ($CC),
thus the buffer now starts at 972 ($03CC).
Loading Hints
After loading a program from cassette, you will
get a load error. This can be remedied with POKE
45,PEEK(174): POKE 46,PEEK(175). This indicates
to the VIC or 64 the end of your program or the
start of variables. Data files will not load properly
with the Invisible Loader in place.
If you SYS 828 and your disk drive is not on,
then nothing will happen. Turn the drive on and
an error message appears on the screen. You must
restore the VIC or 64 by pressing the STOP and
RESTORE keys. Insert a disk, type SYS 828, RE-
TURN, and there it is. If you do not have a disk in
the drive, then the red light will tJash. The screen
will also scroll up with nothing on it. STOP/
RESTORE, insert a disk, and type SYS 828. Before
running it, be sure to save a copv to your disk or
cassette. Call it "DIR".
I use this disk utility more than any other.
Rarely do I LOAD "$",8. I just load "DIR",8 and
run it and forget about it. It really seems invisible.
If you would rather not type in the program,
I have the VIC version available. Send a blank
cassette, an SASE mailer, and $3 to;
Kevin Gough
24 Daisy Lane
Wappifigers Falls, NY 12590
Invisible Disk Directory
10 1=828
20 READ A: IF A=256 THEN 40
30 POKE I,A:I=I+L:GOT0 20
40 IF PEEK(65440)=135 THEN POKE 924,189:REM
924 HOLDS 221 ON VIC, 189 ON 64
828 DATA 169,1,32,195,255,169,36
835 DATA 141,240,3,169,48,141,241
842 DATA 3,169,1,162,8,160,0
849 DATA 32,186,255,169,2,162,240
856 DATA 160,3,32,189,255,32,192
863 DATA 255,169,64,32,144,255,162
870 DATA 1,32,198,255,32,144,255
877 DATA 32,207,255,32,207,255,32
884 DATA 207,255,32,207,255,201,0
891 DATA 240,58,32,204,255,32,228
898 DATA 255,201,32,208,3,32,196
905 DATA 3,162,1,32,198,255,32
912 DATA 207,255,168,32,207,255,72
919 DATA 152,170,104,32,205,221,169
926 DATA 32,32,210,255,32,207,255
933 DATA 201,0,208,8,169,13,32
940 DATA 210,255,76,115,3,32,210
947 DATA 255,76,162,3,169,1,32
954 DATA 195,255,32,204,255,169,204
961 DATA 133,178,96,32,228,255,201
968 DATA 32,208,249,96,256 ©
Oc1ober1983 COMPUTE! 229
COMMODORE 64
80 COLUMN BOARD
$149.00
The dream of seeing 80 columns on the screen at one time Is now a reality.
The Protecto Expansion Board converts your Commodore 64 to 80 col-
umns! PLUS you get a word processor with database mallmerge, an elec-
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When you buy any monitor — Commodore 64 Computer — Disk Drive -
Printer! 80 Column Board purchased alone — Cost $169.00. (Disk Pro-
grams add $10.00).
80 COLUMN MONfTOR SALE
9' Screen - Green Text Display
12" Scrren - Green Text Display (and reflective screen)
12" Screen - Amber Text Display (anti reflective screen)
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VIC 20 COMPUTER 40-80 COLUMN BOARD LIST $149.00 SALE $89.00
• IS DAY FREB TRIAL
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230 COMPUH! October 1983
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VIC 20
40-80 COLUMN BOARD
only ^ 8 9 «"
Now you can get 40 or 80 Columns on your T.V. or monitor at one time! No more
running out of line space for programmmg and making columns. Just plug in thiis
board and you immediately convert your VIC-20 computer to 40 or 80 columns!
PLUS, you get a Word Processor, Mail Merge program, Electronic Spreadsheet (like
VISICALC) and Termmat Emulator! These PLUS programs require only 8K RAM
memory and comes in an attractive plastic case witti instructions. Lis[$149 SaleS99
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• We have the lowest VIC-20 prices
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Phon« 312/382-5244 to ordtr
MAKE YOUR VIC-20
COMPUTER TALK °**^
when you plug in our ^ Q Jf ^^
VOICE SYNTHESIZER
You can program an unlimited number of words and sentences and even adjust volume and pitch.
You can m2tke: • Adventure games that talk • Real sound action games
This voice synthesizer Is VOTRAX based and has features equivalent to other models costing over
$370.00. To make programming even easier, our unique voice editor will help you create words and
sentences with easy to read, easy to use symbols. The data from the voice editor can then be easily
transferred to your own programs to make customized talkies.
"15 DAY FREE TRIAL"
• We have the lowest VIC-20 prices
• We have over 500 programs
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Phone 312y362-5244 to order
A Multicolor
Atari Character Editor
Charles Brannon, Program Editor
This program makes colorful anhnation easy and fun.
You II find "ANTIC Aerobics" to be an invaluable fool
for ZLKvking zoith four-color characters. There's also a
submarine chase game to illustrate these techniques, an
entertaining game in its own right.
Remember the last time you played an arcade
game? You probably controlled a realistic-looking
ship, plane, race car, or even a Q*bert. If you tried
to program such a game and ended up discour-
aged, here's the answer. Using one of the Atari's
least used (and possibly most interesting) graphics
modes, you can animate multicolor objects with
simple PRINT statements.
If you've been programming for a while, you
know about most of the Atari's 14 graphics modes
(17 if you count GTIA modes). For example,
GRAPHICS 8 is the high-resolution screen with
the smallest controllable "dots." GRAPHICS 3
uses the least memory and gives you four-color
graphics in a 40x24 format (each "dot" is as large
as the text cursor). And there are the text modes,
such as GRAPHICS 1 (double-wide), GRAPHICS
2 (double-wide and twice as high as normal text),
and of course, GRAPHICS 0, the normal white-on-
blue text screen.
Silicon Symbiosis
All these graphics modes are supported-by the
ANTIC chip, which has been called a video
microprocessor. ANTIC's job is to tell the GTIA,
an essentially "dumb" chip, how to display a TV
screen. Your job is to tell the ANTIC how to format
a screen. Fortunately, the Atari's operating system
already knows how to set up graphics screens for
the ANTIC.
But this doesn't mean that you can't "do it
yourself." In fact, it's rather easy to create your
own custom screens with all kinds of graphics
232 COMPUTEI October 1983
modes mixed together. Although we won't go
into detail here, you can refer to Craig Chamber-
lain's "How to Design Custom Graphics Modes"
in COMPUTE!' s First Book of Atari Graphics if you'd
like more information.
Hidden IVIodes
ANTIC can generate more graphics modes than
most people think. For example, there is a special
variation on GRAPHICS 0 that lets you design
characters within a 9x8 matrix for true descenders
(the "tail" on a g,j,p,q, or v). There's a special
graphics mode "between"' GRAPHICS 7 and
GRAPHICS 8 that is a four-color mode with a
resolution of 160x192 (some call it GRAPHICS VVi).
ANTIC 4 And 5
However, let's limit ourselves here to the five-color
character modes. In GRAPHICS 1 and 2, you get
four colors of text (for example. A, a, inverse A,
and inverse a). Each character can have a different
color, but you can have only 64 characters, and
you are limited to one color per character. But
two special ANTIC modes, ANTIC 4 and ANTIC
5 (or IRG 4 and 5 according to the hardware man-
ual), allow four colors per character.
Unfortunately, the use of these modes is not
intuitively obvious. It helps if you know binary
(base two arithmetic). You don't really have to
understand how to program characters in these
modes to write games with them, as long as you
have a utility to do it for you ("ANTIC Aerobics,"
found at the end of this article). But for those with
an inclination to understand the details, the
following discussion should be illuminating.
Otherwise, you can skip ahead to "Using The
Program."
Assumptions
Let's start by making a few assumptions for the
sake of brevity: that you understand binary num-
bers, know how to create custom character sets,
understand the relationship between COLOR
and SETCOLOR, and have a good working knowl-
edge of BASIC.
You know that when defining a normal Atari
character you get eight bits or pixels horizontally
and eight bytes vertically. The letter A would be
defined in binary as (we'll use open boxes for zeros,
and solid squares for ones):
all the colors in a single character. For example,
here's an A with its left side in COLOR 1, the
right side in COLOR 2, and the top and middle
segment in COLOR 3. To the right is the same
character with bit pattern 00 shown as a period,
bit pattern 01 as an *, bit pattern 10 as an @, and
bit pattern 11 as a #:
. .oo. . .
. oooo. .
DO. . OO.
oo . . oo .
oooooo.
oo. . oo.
M
s n :
I I I I I I I
o. ooooo.
D. . . • • O.
O O.
O. OOOOO.
a o.
o. . . . .o.
3K - . ^
«: - - a>
Every bit represents one pixel (picture element,
or "dot"). In the multicolor modes, it takes two
bits to represent four colors (00,01,10,11), so the
bits are "paired up." You still use only one byte
per line, so you get only four pixels horizontally,
although you still get eight lines vertically. Since
the size of the character is the same as a GRAPHICS
0 character (in ANTIC 4), this implies that each
pixel is twice as wide as a single-color pixel.
If you're using a standard character editor
such as SupcrFont or Instedit, you must remind
yourself that you must reserve two bits per pixel.
When designing a four-color character, use
the' following combinations:
CD (00) = background color (COLOR 0, SETCOLOR 4)
□■ (01 » = COLOR 1 (SETCOLOR 0)
HD (10) = COLOR 2 (SETCOLOR 1)
^1 (11) = COLOR 3 (SETCOLOR 2)
In addition, if you print the character in inverse
video, the COLOR 3 bit pattern (binary 11) will be
displayed with the color in the fourth color register
(SETCOLOR 3). Here's what three different
colored A's would look like:
oooooo
oo. .oo
DO . . oo
oooooo
oo. . oo
oo. . oo
o. o. o.
, o. . . o.
o. • . o .
, o. o. o.
, o. . .o.
, o. . . o.
o.
■
o
« * ■
.o.
o.
w
. o.
o.
■
. D.
o.
o
.O.
Q.
.
.O.
O.
P ■
-
. O.
tt m m
COLOR 3
COLOR 2
COLOR 1
Now there's nothing to keep you from combining
If you try to program other shapes, however,
such as an alien invader or a race car, you will
find that you need more than one character per
shape. Four pixels don't give you much to work
with. But if you put two characters side by side,
you're backln eight-bit business. As long as you're
doing that, you can create matrices of two-by-two
characters, or any size you like. You can create
"building block" characters, "primary" shapes
that you use to build larger objects. But if you try
to make larger, more complex "pictures," you'll
probably discover that the task of designing each
character and piecing the characters together can
be rather maddening. That's where ANTIC
Aerobics comes in.
Using The Program
ANTIC Aerobics lets you draw a free-hand shape
or picture that is 32 pixels wide and 16 pixels high.
You can then "compile" the shape into a set of 16
characters. You display the shape as two rows of
eight characters. If you put the shape into the
character set on top of the alphabet, you could
show it on the screen with a statement like:
200 PRINT "ABCDEFGH": PRINT "IJKLMNOP"
You can also place each shape into a string.
When you PRINT the string, the shape appears.
The string is made of eight characters, a cursor
down, and eight cursor-lefts to back up the cursor
under the first eight, then eight more characters.
Following the COMPUTE! listing conventions, it
would look like:
C$= " ABCDEFGH {DOWNJ [8 LEFT J GH IJKLMNOP"
If you also had a string filled with blanks (eight
spaces, cursor down, eight cursor-lefts, and eight
spaces), you could PRINT the blank string on top
of the shape to blank it out. Animation made
simple! Program 2 is a submarine game using
shapes developed with ANTIC Aerobics. Take a
look at the line-by-line explanation for more ideas
on animation.
October 1983 COMPUli! 233
Display List Dickering
To go into the special ANTIC modes 4 or 5, you
have to change the display list. Fortunately, this
is fairly simple with a mode 4 display; you just
change all the 2's in the display list to 4's. You can
also POKE in 5's for the double-height ANTIC 5
mode. These two lines will do either one:
ANTIC 4:
GRAPHICS 0:DL=PEEKC560)+256*PEEK{561)+4
FOR 1=2 TO 24: POKE DL+I,4:NEXT I j POKE DL-
1,68
ANTIC 5:
GRAPHICS 0 : DL=PEEK ( 560 ) +256*PEEK { 561 ) +4
FOR 1=2 TO 12: POKE DL+I,5:NEXT I: POKE DL-
1,69 ■
You might also want to disable the cursor with
POKE 752,1.
How To Use ANTIC Aerobics
Use a joystick to draw. Press the trigger to set a
point in the current color. To change colors, press
either 0,1,2, or 3 (0 is used to erase). If you want
to change a color, hold down SHIFT and type the
number key. You will see a cursor above a 16-color
bar (GTIA only; you'll see 16 densities of vertical
lines if you have a CTIA, but you can still use the
program). Move the joystick left or right to the
color you want. Then push up or down to change
the luminance (brightness). When you're through,
press the trigger.
There are several other commands to make
drawing easier and more fun. For example, to
draw a line between two points, press P to set the
first point (think "Plot"), then move the cursor to
the second spot and press D ("Drawto"). If you
move the cursor again and press D, another line
will emanate from the original center point. If you
want to draw from one line to another without
having to reset the starting point, use CTRL-D.
Each time you press CTRL-D, a line will be drawn
from the last line. This makes it easy to draw lines
at odd angles.
What if the cursor is too fast for you? The
M command will give you a cursor speed from
0 (fast) to 9 (slow). Just press M and then the ap-
propriate number key.
You can also use the insert line and delete
line key (SHIFT-INSERT, SHIFT-DELETE) to in-
sert or delete lines.
Use the S and L keys to either SAVE a shape
or LOAD one previously saved. Enter the com-
plete filename, i.e., C: for tape, or D: name for
disk. If you see an error message, like "ERROR
162 ON SAVE", press a key to try again. The SAVE
command will not work until you "compile" the
shape with the C key (see below), since it SAVEs
234 COMPUTE! October 1983
the character bytes, which aren't defined until
you compile the shape. You can use the I (Index)
command to view the disk directory. Press a key
after each displayed name to view the next.
When you press C, the computer will scan
the picture you've drawn and convert it into 16
characters. It will then show you what the picture
would look like in ANTIC modes 4 (top) and 5
(bottom). To the right is the shape drawn in in-
verse video, so all bit-pair three's will be in another
color (usually pink). Notice that ANTIC mode 5
has vertical pixels twice as high as ANTIC 5 - in
fact, each pixel is the same size as a GRAPHICS 7
pixel. What we've got is GRAPHICS 7 resolution
(or better) without the exorbitant memory
consumption.
DATA Creator
The last option lets you create DATA statements
from the characters you've defined. As with the
SAVE command, you can write data only after
you've compiled the shape. You will be asked to
choose at which line number you want to start
the DATA statements and the filename for the
program you want to create.
The Atari will then write a series of line num-
bers and DATA statements to tape or disk. To
merge these lines later with vour own programs,
use the ENTER command (ENTER "D:name" or
ENTER"C:"). You have to write the lines that
READ the data and POKE it into your character
set wherever you want it to go (also see Program
2). Since each shape requires 16 characters, you
can fit eight shapes into one character set.
If you ever get stuck, the program has a built-
in Help function that gives a quick reference list
of the commands. Press H, "?", or the Help key
on the 1200XL. The commands will be given one
at a time at the bottom of the screen. Press a key
to advance each command. When you're ready to
exit the program, press CTRL-Q.
Sub Attack Program Analysis
Here's a line-by-line explanation of "Sub Attack"
(Program 2). We'll look at its structure in some
detail as well as explore some programming tips
and tricks.
Line 130: Lines 580-890 are the initialization
routine. SUBS keeps track of how many "lives"
you have. Line 575 prints from one to three mini-
ature subs at the bottom of the screen. Each mini-
sub is formed from custom characters.
Line 140: This line clears out applicable vari-
ables at the start of each game.
Line 150: This is part of the main loop. The
hardware random number generator is used
(53770) to decide on a 50/50 chance whether or
not to put a ship on the screen. Ships are always
spaced at least ten characters apart. Since each
ship is eight characters long {including spaces),
the closest two ships would be is two spaces.
Line 160: Here, one of the ships is picked.
The characters for the ships are stored in a string.
The statement is equivalent to R = INT(4*RND(1))*
2.
Line 170: POKE 766,1 disables cursor controls,
since some of the ships contain control characters
which PRINT would execute instead of display.
Line 180: This is the first line in the main loop.
It continually checks to see if the high score has
been topped. HSCR is initialized to 500 in line
590. If the high score is beat, a special subroutine
is called, but (due to BEAT) only once per game.
Line 190: This checks for a change in the score.
Many different routines add to or subtract from
the score, so this one statement is responsible for
noting a change from the previous score (OPTS,
for "Old Points") and updating the score line.
The POSITION statement centers the score.
Line 200: If there is no mine falling, and if the
number in the hardware random number gener-
ator is greater than 200 (a 55/255 chance), then a
mine position is chosen. If MS = 0, no mine will
fall. Otherwise, MS holds the offset from the
upper-left corner of screen memory.
Line 210: First, we reset 766, so we can execute
control characters. This one line is the core of a
tricky animation technique. Instead of moving
each ship by drawing and erasing, each ship is
placed at the right of the screen. The CHR$(254)'s
are CTRL-DELETEs, which pull the line to the
left. By PRINTing two of these, we can "scroll"
the line to the left. It's possible to use INSERTS to
push a line to the right.
Line 220: It's preferable to use short variables
like JS (joystick) and FB (fire button) than the
longer statements over and over again.
Line 230: FB = 0 if the button is pressed . If no
torpedo is in "flight," then we set one up. IfTORP
is zero, no torpedo will be displayed or updated.
Otherwise, TORP holds the actual screen memory
location of the torpedo. FIRSTMOVE is set when
the player makes any move, such as moving the
sub or firing a torpedo. FIRSTMOVE is used to
disable the mines falling until the player has begun
to move. POKE 77,0 kills attract mode.
Line 240: JS is used as an index into an array
containing -I's, O's, and + I's. The appropriate
offset ( + 1 for 7, right, -1 for 11, left) is added to
the X (horizontal) position of the submarine. Only
nonzero offsets are accepted, so the sub is always
moving.
Line 250: Similar to 240, except for the vertical
position of the sub. We also have a check for the
START button here in case the player wants to
restart the game in progress.
Line 260: If the submarine moves up or down,
or changes direction, we erase the submarine
before the new one is PRlNTed.
Line 270: The submarine horizontal variable,
SUBX, is updated and checked for wraparound.
A single phrase: SUBX = 32-ABS(SUBX) will re-
verse the illegal -1 and 32 to the legal 31 and 0.
Line 280: If the vertical variable is out of range,
we just remove the offset.
Line 290: SUB$ contains the characters for
both directions of the submarine. The characters
include a leading space if the sub is moving right,
and a trailing space if the sub is moving left. The
leading or trailing space erases the previous char-
acter when the sub moves, without having to
erase the whole submarine (which is somewhat
"flickery").
Line 300: This is the routine for moving the
falling mine. If no mine is selected, then it's
skipped.
Line 310: First, we erase the previous mine (if
any). The mine is two characters wide, so this
makes things complicated. The next position of
the mine is found by adding 40 (each screen line
is 40 characters long) to the mine position. If the
mine has hit the bottom of the screen, it is removed
from execution (since it hasn't hit anything).
Line 320: Shorthand, again. Using LOC over
and over again is shorter than using SCR + MS.
SCR holds the starting address of screen memory.
We "look ahead" before we POKE in the mine's
characters to check for a "collision."
Line 330: If nothing is hit (PEEK returned a
zero for SPACE), the mine is POKEd into its new
position, and we go on to the next routine at 480
(which updates the torpedo).
Line 340: Sound effect and explosion time.
We assume we've hit the submarine or a torpedo.
Color register three is POKEd with random colors,
causing anything on the screen drawn using this
register to flash and glow. The sixtieth of a second
timer is set to zero.
Line 350: A loop to wait a sixtieth of a second.
Not really necessary, but we want to slow down
this part because the game was compiled.
Line 360: EXL(0-3) contains the left side of
three explosion scenes, and EXR(0-3) holds the
right side. The sound effect is arbitrary, but the
volume is stepped progressively down.
Line 370: The mine is now removed.
Line 380: If the mine hit a torpedo, then both
the torpedo and the mine are removed, and the
player gets 100 points.
Lines 390-410: Otherwise, the sub was hit,
and we flip it back and forth to illustrate its
demise.
Line 415: One less submarine, but was it the
last?
Line 420: Not if this line is executed. The
"dead" sub is erased, and some variables are reset.
Line 575 updates the number of little submarine
October 1983 COMPint! 235
symbols displayed.
Line 430: Start of the "game over" section.
Check for high score.
Line 440: Mode 2 without text window. Turn
off display list interrupt (to be safe). Messages.
Line 450: Score line. Notice that all four colors
are used, upper/lowercase, inverse and normal
video.
Line 460: A loop to wait for either START or
the fire button to be pressed.
Line 470: Kill attract mode again, restart the
game.
Line 480: Check to see if we should move the
torpedo.
Line 490: Erase the old torpedo, if indeed the
torpedo was where it should be (sometimes the
scroll routine will pull a ship into the space where
the torpedo was).
Line 500: Move the torpedo up (minus 40
characters per line). Check to see if the torpedo
has gone off the "top" of the ocean. If so, deduct
ten points, but don't let the score fall below zero.
Line 510: There is no sane reason to use LOC
in place of TORP, but I'd done it, and didn't want
to change lines 510-550 when I realized the re-
dundancy. Anyway, we check to see if the new
position is occupied (meaning a ship). If not ( = 0),
the torpedo is placed into the spot if the torpedo
position is under the water still.
Line 520: The mine checks to see if it hit the
torpedo, and here the torpedo checks to see if it
hit either the left or the right side of the mine. If
so, we just reuse part of the mine explosion
rouhne.
Lines 530-570: A different, complex sound
and explosion. The explosion moves left and right
from the collision until it runs out of ship charac-
ters to blow up. It is complicated. The score de-
pends on how high your ship is in the water.
Line 575: A simple FOR/NEXT loop to print
from one to three "subettes" as symbols of how
many lives you have left.
Line 580: The start of the really Atari-specific
stuff, where characters are initialized, arrays are
set up, machine language is read in, and the dis-
play list modified. Actually, line 580 is merely a
useless REM statement.
Line 590: The game is not started over with
RUN, since this would clear out the high score.
Instead, we just make sure that we do our
DIMensions only once, and then set a flag
(DIMMED) to make sure it won't happen again.
If you're a novice player, or a 6000-pointer, you
can modify HSCR here as a goal to reach.
Line 600: We modify the display list of the 24-
line GR.O display to make it a 24-line mixed-mode
display (convenient). The cursor is also turned off
here.
Line 610: These SETCOLOR statements come
from the ANTIC Aerobics program, which gener-
ates them with the WRITE DATA STATEMENTS
option.
Line 620: The top line (DL-1) is ANTIC 5,
mulHcolor and double-height. Lines 2 to 23 are
ANTIC 4, and the last line is ANTIC 6 (a.k.a.
GRAPHICS 1). Line 10 is flagged for ANTIC as
where the display list interrupt will occur.
Line 630: Screen memory.
Line 640: The character set is placed eight
pages (2K) behind the top of memory, about IK
beneath the screen display. The character set
pointer now causes ANTIC to display our char-
acter set.
Line 650: This important line checks to see if
the character set has already been POKEd in pre-
viously. If so, why bother to do it again?
Line 660: We put the 128-byte character set
up on the screen as four rows of 32 characters so
you can watch the characters as they're being
redefined.
Line 670: The long list of character set data
starts at 1040. Four 8x2 shapes are READ into,
and thereby replace, the lowercase and graphics
symbols (for this game, no big loss).
Line 680: But then we overlay most of the
punctuation and math ^ymbols with the sub-
marine characters. We still have the alphabet, the
numbers, and a few punctuation marks free.
Line 690: And here we POKE the alphabet
and numbers into the character set from the de-
fault ROM set at $E000 (57344).
Lines 700-710: Here we define a couple of
characters, including the small submarine used
on the score line. You can use the same character
set in different modes, although the multicolor
characters look odd in GRAPHICS 1, and the text
is hard to decipher in ANTIC 4.
Line 730: This machine language section is
used for the purely cosmehc purpose of dividing
the screen into two parts, sea and sky, and giving
us four separate colors for each half. The display
list interrupt is easy to understand. It is just a
bunch of LDAs (like PEEK, Load Accumulator, a
special 6502 "variable") with each color and STA
(Store Accumulator into memory, like POKE) into
the hardware color registers. The ANTIC chip lets
us synchronize this color change with any screen
line we choose, and we chose line 10 in line 620
(128 is added to the mode byte).
Line 740: We dear the screen (PUT#6,125)
and draw the characters for the sun and clouds.
Line 750: We tell the operadng system where
our display list routine is, low byte 0, high byte
6 = $0600, 1536, "page six." A single POKE to
54286 tells ANTIC to "start interrupting."
Lines 760-840: The characters for each ship,
arranged as eight characters for the top half of the
ship and eight for the bottom, are concatenated
236 COMPUTE October 1983
into a single string.
Line 850: The string holding the characters
for the submarine is set up.
Lines 860-870: We READ in the + 1,0, and -1
values for the joystick.
Line 880: The initial position of the submarine
is set, and the explosion characters are read.
Line 890: That's it for initialization!
Line 900: DATA for the explosion characters.
Lines 910-1030: A special subroutine when
you beat the high score.
Lines 1040-1846: Last, but certainly not least,
the DATA statements for over 530 bytes of custom
character data. This is where almost all your typing
mistakes will be made.
Line 1860: Here are the bytes for the small
machine language display list interrupt routine.
Initially, we do a store into $D40A (any write to
$D40A). This makes ANTIC "hold down" the
6502's READY line, effectively freezing the micro-
processor until the TV scanning beam hits the
right edge of the screen. We don't want to change
the colors in the middle of a line, or it would be
quite jagged. This handy feature lets us wait unttl
the beam is off the left side of the TV before we
make the color change. See Program 3 for a disas-
sembly of the display list interrupt routine (it looks
long, but it's only 26 bytes).
Program 1: antic Aerobics
100
1 X0
120
130
140
150
160
170
180
190
200
210
220
-B) «256
430: SPEED=4
THEN 160
POKE 732,0:POK
230
240
250
260
270
280
270
300
310
320
330
340
350
360
370
REM r-T:fc**i
CHSET= (PEEK ( 106)
BOSUB 300:GOSUB
LOCATE X,Y,Z
COLOR l+tZ=l)
PLOT X,Y
ST=STICK(0)
IF PEEK (20) <SPEED
POKE 20,0
COLOR ZsPLOT X,Y
IF PEEK<732) THEN
E 764, 102
IF PEEK(764)<255 THEN GOSUB 510
IF STRIG(0>=0 THEN COLOR CURR:PL
OT X,Y:LET CQMP I LED=0: I F ST=15 T
HEN 130
IF ST=15 THEN 140
X=X+DX (ST) : Y=Y+DY(BT>
IF X<XL THEN X=XH
X = XL
Y = YH
Y = YL
IF X>XH THEN
IF Y<YL THEN
IF Y>YH THEN
GOTO 130
DIM DX ( 15) ,DY ( 15)
,FN« (20)
CURR=1 : XL=4: XH=35
L: Y=YL: SX=XL: SY=YL: GOSUB 1320
RESTORE ;FOR 1=5 TO 15:READ A:DX
(I)=fi:NEXT I
FOR 1=5 TO 15:READ
T I
DATA 1,1,1,0,-1,-1
DATA 1,-1,0,0,1,-1,0,0,1,-1,0
OPEN #1 , 4, 0, "K: "
FOR 1=0 TO 15:READ
380
390
400
410
420
430
440
450
460
470
480
490
500
510
520
530
540
550
560
570
580
590
600
610
620
630
640
650
660
ML* (20) , COL (5) 670
YL=4: YH=19: X=X 680
690
700
710
A: DY ( I ) =A:NEX 720
-1,0,0,0,0
A: POKE CHSET+
730
740
750
768+1, AjNEXT I
DATA 0,255,240,240,240,240,255,0
,0, 240, 240, 240, 240, 240, 240, 0
IF PEEK (CHSET+257) <>60 THEN FOR
1=0 TO 511:P0KE CHSET+I, PEEK (573
44+1 ) :NEXT I
FOR 1=1 TO 6;P0KE CHSET+S04+ I , 25
5;NEXT I ; POKE CHSET + 504 , 0 1 POKE C
HSET+51 1 ,0
IF PEEK(CHSET + 784) 017 THEN FOR
1=1 TO 15: FOR J=0 TO 7: POKE CHSE
T+I«8+776+J, I+I«16:NEXT J:NEXT I
RETURN
PMBASE=(PEEK ( 106) -16) «256:GRID=1
POKE 54279, PMBASE/256
POKE 53277, 3:POKE 559,62:POKE 62
3,4
FOR 1=0 TO 3:PDKE 704+1, 2:POKE 5
3248+1, 64+I«32:P0KE 53256+1, 3:NE
XT 1
P0=PMBASE+1024: BP=a5: IF PEEKCP0+
64)=BP THEN RETURN
FDR 1=64 TO 190 STEP 8
FOR J=0 TO 7:P0KE P0+I+J , BP: POKE
P0+256+I+J, BPsPOKE P0+512+I+J,B
PsPOKE P0+768+I+J,BP:NEXT JjBP=2
55— BP
NEXT I: RETURN
GET #l,A:PaKE 711,70
IF A=ASC("W") THEN IF COMPILED T
HEN 1810
IF A=B7 THEN A=83:B0TD 800
IF A=17 THEN GRAPHICS 0:POKE 532
77,0:FOR 1=0 TO 3:POKE 53248+1,0
:NEXT I:END
IF A=ASC("G") THEN GR I D= 1 -GR I D : F
OR 1=0 TO 3:POKE 53248+1,(64+1*3
2)«GRID:NEXT I : RETURN
IF A>47 AND A<52 THEN CURR = A-'48:
POKE 71 1 , PEEK (707+CURR+5* CCURR=0
) ) eRETURN
IF A=125 THEN GOSUB 1320:LET COM
PILED=0: GOSUB 430: RETURN
IF A=ASC("C") THEN LET COMPILED=
1 : POP jGOTO 1020
IF A=7 THEN CREG=704 : A=PEEK ( CREG
):GOT0 620
IF A<33 OR A>35 AND A041 THEN 7
40
CREG=70S+A-33-4» (A=41> : A=PEEK(CR
EB)
C=INT<A/16) :L=A-C«16:PQKE 87,1:C
OLOR 32:PLQT 0,H:DRAWTa 19,11
POSITION C+2,11:PUT #6,95
T=C+DX (STICK (0) ): IF T<0 OR T>15
THEN T=16-ABS(T>
L=L-2»DY (STICK (0) ): IF L<0 OR L>1
4 THEN L=16-ABS(L)
A=C*16+L: POKE CREG, A: IF CREB=704
THEN POKE 705,A:POKE 706,A:POKE
707, A
IF STICK(0)<15 THEN POSITION C+2
,11:? #6;" ■■;:C = T
IF STRIGt0>=0 THEN 710
IF PEEK (20) <SPEED THEN 680
POKE 20,0:BOTD 630
IF STRIG(0)=0 THEN 710
1550: POSITION 3,11:? «6;"E!
I33CEHE" : POKE 711, PEEK (707
+CURR+5* (CURR=0) >
POKE 87, 3: RETURN
IF AOASCC'P") THEN 760
SX=X:SY=YsCOL0R CURRsPLOT X,Y:FO
GOSUB
October 1983 COMPUTH 237
760
770
7B0
790
800
810
820
830
840
850
860
870
880
890
900
910
920
930
940
950
R W=15 TO 0 STEP -1;SQUND 0,W,12
,W:NEXT W:POP : LET COMP I LED=0: GO
TO 130
IF A=ASC<"D") THEN COLOR CURR:PL
DT SX,SY;DRAWTO X,Y;LET COMPILED
= 0:POP J GOTO 130
IF 0=4 THEN COLOR CURRiPLOT SX,S
Y:DRAWTO X , Y : SX= X : S Y= Y : POP : LET
CDMPILED=0: BOTO 130
IF A=ASC("L"> THEN 1560
IF A=ASCr"S") THEN IF COHPILED T
HEN 1450
IF A=ASC("S") THEN POKE a7,l;GOS
UB 15505 POSITION 4,11:? #6;"GEai
u. -laai'gyr" = rft #i,a:GOTo 1520
IF AOASCC'M") THEN 840
GET #1,A:IF A<48 OR A>57 THEN RE
TURN
SPEED=A-48: RETURN
IF fi<>ASC ('■?'•) AND AOASCC'H") T
HEN 890
RESTORE 1980: POKE 87,1
READ FN*; IF FN*="END" THEN 880
GOSUB 1550; POSITION 10-LEN(FN*)/
2,11:7 «6;FN*:BET #1,A:60TD 860
eOTO 1520
IF A<>1S6 THEN 930
FDR ROW=Y*10 TO 180 STEP 10:FOR
CQL=1 TO 8: POKE SCR+RDW+COL , PEEK
(SCR+ROW+10+COL> :NEXT COL; NEXT R
OW
FOR COL=l TO 9:P0KE SCR+ROW+COL,
0:NEXT COL;LOCATE X,Y,Z
RETURN
IF A0157 THEN 970
960
970
980
990
FOR RDW=190 TO Y»10+10 STEP -10
FOR C0L=1 TO a:PQKE SCR+RDW+COL,
PEEK CSCR + RQW-10 + CDL> : NEXT COL: NE
XT ROW
2=0:GOTO 910
IF AOASCC'I") THEN 1010
TRAP i000:OPEN #2, 6, 0, " D: « . « " s PO
KE 87, 1
INPUT #2, FN*: BOSUB 1 550 : POS I T I ON
1,11:? #6;FN*;:GET »l,A:eOTO 99
0
CLOSE #2:60T0 1520
RETURN
FOR 1=0 TO 3:P0KE 53248+ I , 0 : NEX
T I
SCR=PEEK(88)+2 56«PEEK(a9)
FDR RDW=4 TO 19
FOR COL=l TO 8
LOC = SCR + ROW*10 + COL: A = PEEK CLOC)
POKE L0C,255-A
C=C0L-1 : R=ROW-4: IF R>7 THEN R=R
+ 56
POKE CHSET+S12+C*8+R, A
POKE LOC,A
NEXT COL:NEXT ROW
FDR 1=0 TO 4; COL ( I > =PEEK (708+1 )
:NEXT I
1130 GRAPHICS 0: SCR=PEEK <88) +256«PEE
K CB9) : DL = PEEK (560) +256* PEEK (561
) +4
1140 POKE 752,1:P0KE 756 , CHSET/256
1150 FOR 1=0 TO 4;POKE 708+ 1 , COL ( I ) :
NEXT I:POKE 711,70
1160 POKE DL-1 , 4+64: FOR 1=2 TO 10:PO
KE DL+I,4:NEXT I : POKE DL+11,5:P
OKE DL+12,5:P0KE DL+13,5:P0KE D
L+14, 6
238 COMPUTi! October 1983
1000
1010
1020
1030
1040
1050
1060
1070
1080
1090
1 100
1110
1 120
1 170
1 180
1 190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
1470
1480
1490
1500
1510
1520
1530
1540
1550
1560
1570
1580
1590
0,13:? "PRESS
TO
70
POKE DL+15,65:PaKE DL+16,PEEK<5
60):PQKE DL+17, PEEK (561 )
FOR 1=0 TO 1:F0R J=l TO B:FOR K
=0 TO IsFOR L=0 TO 1
POKE SCR+l«40+L*10+120«K+J+284,
63+I*a+J+L«128:NEXT LsNEXT K:NE
XT J:NEXT I
POSITION
RETURN"
IF STRI6(0) THEN 1210
REM RESTORE
GOSUB 1320:FOR 1=0 TD 4:P0KE
8+I,COL(I) :NEXT I
SCR = PEEK(88> +256«PEEK(89)
FOR R0W=4 TO 19
FOR COL=l TO a
C=C0L-1 : R=ROW-4: IF R>7 THEN R=R
+ 56
A=PEEK (CHSET+512+C*8+R>
POKE SCR+ROW«10+COL, A
NEXT COL:NEXT ROW
GOTO 130
REM SET UP GR.3+16 SCREEN
RESTORE 1350:FOR 1=1 TO 16:READ
A: ML* ( I ) =CHR* (A) : NEXT I
POKE 513, INT CADR CML*) /256) :POKE
512, ADR (ML*) -25 6* PEEK (513)
DATA 72,169,192,141,10,212,141,
27,208, 169, 10, 141,26,208, 104,64
GRAPHICS 3+16:PDKE 559,0:SCR=PE
EK (88) +256* PEEK (89)
COLOR l:PLOT XL-2 , YL-2 : DRAWTQ X
H+2, YL-2: DRAWTO XH+2 , YH+2: DRAWT
O XL-2, YH+2: DRAWTO XL-2, YL-2
DL=PEEK (560) +256«PEEK (561 ) +4
POKE DL+23, 6+128: POKE DL+24.2:P
OKE 54286, 192
POKE 87, 1 : POSITION 3,11:7 «6;"E'
nS^^mmS-n^3E":POKE 87,3
FOR 1=1 TO 15: POKE SCR+244+I«2,
97+I:POKE SCR+245+ I «2 , 97+1 : NEXT
I: POKE SCR+244, 96: POKE SCR+245
,97
POKE 756,CHSET/256:P0KE 559,62
FOR 1=0 TO 3:P0KE 5324B+ I , 64+ I «
32:P0KE 53256+ I , 3 : NEX T I
RETURN
REM SAVE ROUTINE
POKE 87,1:G0SUB 1 550 : POS I T I ON 0
,11:7 #6; "s" : GOSUB 1650
TRAP 1500:OPEN #2, 8,0, FN*
FOR 1=0 TO 127:PUT #2,PEEK(CHSE
T + 512 + I ) : NEXT I : FDR 1=0 TD 4 : PU
T #2, PEEK (708+1 ): NEXT I
PUT «2, PEEK (704) : CLOSE #2:G0T0
1520
GOSUB 1550: POSITION
ERROR " ; PEEK ( 195) ; "
OSE #2
BET #1,A
BOSUB 1550
POSITION 3,11:? #6; '
87, 3: TRAP 3
19,11
1,11:7 #6; "
ON SAVE":CL
POKE 54286, 192: POKE
2767: RETURN
COLOR 32; PLOT 0,11:DRAWTO
: RETURN
REM LOAD ROUTINE
POKE 87,1:G0SUB 1 550: POS I TIGN
,11:? #6; "1 ■' : GOSUB 1650
TRAP 1620;OPEN #2, 4,0, FN*
FOR 1=0 TO 127:GET #2,A:P0KE CH
0
1600
1610
1620
1630
1640
1650
1660
1670
1680
1690
1700
1710
ON
#6; "
LOAD" : CL
1720
1730
1740
1750
1760
1770
1780
1790
1800
1810
1820
1830
1840
1B50
1860
1870
1880
1890
1900
1910
1920
1930
1940
1950
1960
1970
1980
1990
2000
2010
2020
2030
2040
2050
SET+512+I, A:NEXT I : FDR 1=0 TO 4
:SET #2, A: COL < I ) =A: NEXT I
GET #2,A:FDR 1=0 TO 3:POKE 704+
I,A:NEXT I
CLOSE #2: POKE 54286 , 1 92 : POP : TR
AP 32767:LET COMP I LED= 1 : GOTO 12
20
GOSUB 1550: POSITION
ERROR "; PEEK ( 195) ; "
DSE #2
GET #1 , A
GOTO 1520
REM FILENAME INPUT
POSITION 1,11:? 1*6; '■nr";CHR*<15
9) ;
ZL=1
POSITION 4+ZL,ll:PUT #6,223
GET #1,A
IF A=155
IF A=126
L-1:C0L0R 32:PLDT 5+ZL,ll:60T0
1680
IF NUM AND
1690
IF NUM=0 AND ZL=1
>90 THEN 1690
IF A=42 OR A=46 OR
60
IF <A<4a OR A>57)
A>90) THEN 1690
IF ZL=15 THEN 1690
POSITION 4+ZL,ll:PUT
L)=CHR*CA) ;ZL=ZL+1
GOTO 1680
THEN
THEN
1790
IF ZL>1
THEN ZL=Z
(A<4a OR A>57) THEN
AND A<65 OR A
A=5B THEN 17
AND CA<6S OR
#6, A: FN* (Z
NUM=0:IF ZL=1 THEN POP : GOTO IS
20
FN* = FN* <1,ZL-1):RETURN
REM WRITE DATA
POKE a7,l:G0SUB 1 550 : PQS I T I ON 1
,11:7 #6; "ai";CHR« (159) ; :NUM=1:
GOSUB 1670
LN=0:FOR 1=1 TO LEN < FN« ) : A=ASC (
FN* ( I ) ) -48: IF A>=0 AND A<10 THE
N LN=LN«10+A: NEXT I
IF I<LEN(FN*) THEN POP
GOSUB 1550:GDSUB 1650
TRAP 1950:OPEN #2, 8,0, FN*
PRINT #2;LN;" " ; : FOR 1=0 TO 4: A
=PEEK (708+1 ) : C=INT (A/ 16) :L=A-C«
16
PRINT #2; "SE. "; I; ", ";C; ", "jL; : I
F 1C4 THEN PUT #2,58
NEXT 1:PRINT «2:LN=LN+10
FOR 1=0 TO 127 STEP 8
PRINT «2;LN; " DATA ";
FOR J=0 TO 7:PRINT «2;PEEK{CHSE
T+S12+I+J) ; : IF J<7 THEN PUT *2,
44
NEXT J:PRINT #2 : LN=LN+ 1 0: NEXT I
TRAP 32767: CLOSE *2:G0T0 1520
GOSUB 1550:PQSITION 1,11:? #6;"
*■■; PEEK* 195) ; " ON WRITE"
GET «1,A
CLOSE #2: GOTO 1520
DATA E : COMPILE
E-E : COLOR
SSEKSJ E-E :SETCOLOR
DATA
DATA
DATA
DATA
DATA
DATA
DATA
a :SAVE
n :LOAD
Ej : DISK INDEX
C :WRITE DATA STMTS
K iMOTIDN (0-9)
A shape ix'semhUtig the planet Saturn being edited with the
ANTIC Aerobics Editor.
2060 DATA B :PLOT
2070 DATA E : DRAWTO
2080 DATA mSSB E : DRAWTHRU
2090 DATA [E : GRID DN/DFF
2100 DATA 33SB E:GRID COLOR
2110 DATA BGgai niaagi: l i ne
2120 DATA S3^a! ESiaOiLINE
2130 DATA SOGai E :QUIT
2140 DATA END
Program 2: Sub Attack - An Example Game
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REM
REM
REM
GOSUB
;Ti*f:Wa
i80:
SUBS=3: GOSUB 575: REM C
PTS=0:BEAT=0:DX=0: OPTS=PTS; FIRST
MOVE=0
X=1:IF PEEK(53770)< 128 THEN 180
R=INT <4«PEEK (S3770) /256) «2
POKE 766, 1 iPOSITION 31,8;? SHIP*
(R*8+l , R*8+B) :POSITION 31,9:? SH
IP* (R«B+9, R*8+16)
IF PTS>HSCR AND BEAT=0 THEN GOSU
B 910
IF PTSODPTS THEN POSITION 10-LE
N (STR* (SCORE) > /2, 23: ? PTS;" " ; :
OPTS=PTS
IF MS=0 AND FIRSTMOVE AND PEEK (5
3770) >200 THEN MS= I NT ( 30«PEEK ( 53
770) ) /256+400
POKE 766,0:POSITION 0,9:7 CHR*(2
54) ; CHR* (28) ; CHR* (254) ; : X=X+1 : IF
X=10 THEN 150
JS=STICK (0) :FB=STRIG(0)
IF FB=0 AND TORP=0 THEN TQRP=SCR
+SUBY«40-40+SUBX+7« ( DX=1 ) : F 1 RSTM
OVE=TDRP: POKE 77,0
IF DX(JS)<>0 THEN DX=DX ( JS ) : POKE
77, 0
DY=DY(JS):IF PEEK (53279 ) =6 THEN
100
IF DY OR DXOODX THEN POSITION S
UBX,SUBY:? " t8 SPACES J ";: ODX=DX :
FIRSTMOVE=DX; POKE 77,0
SUBX=SUBX+DX: IF SUBX<0 OR SUBX>3
1 THEN POSITION SUBX-DX , SUBY : ? "
CB SPACES>" ; : SUBX=32-ABB<SUBX)
SUBY=SUBY+DY: IF SUBY< 1 1 OR SUBY>
October 1983 COMPUTE! 239
SUBX, SUBYs
22 THEN SUBY=SUBY-DY
290 P=l+B« (DX< 1 ): POSITION
? SUB» (P,P+7) ; "fLEFT>";
300 IF MS=0 THEN 480
310 POKE SCR+MS,0: POKE SCR+MS+ 1 , 0: MS
=HS+40! IF MS>9I9 THEN MS=0:GOTO
480
320 LaC = SCR + MS: P1=PEEK <LOC) s P2=PEEK (
LOC+i )
330 IF P1=0 AND P2=0 THEN POKE LQC,!
02; POKE LOC+1 , 103: BOTO 480
340 FOR V=12 TO 0 STEP -3: FOR 1=0 TO
2:P0KE 711 ,PEEK{53770) :POKE 20,
0
350 IF PEEK(20)<1 THEN 350
360 POKE LDC, EXL < I J : POKE L0C + 1,EXR(I
):SOUND 0, 70, a, V: SOUND 1,PEEK(53
770) , 0, V: NEXT I:NEXT V
370 POKE LOC,0:POKE LOC+1,0
380 IF Pl=il2 OR P2=112 THEN MS=0:TO
RP=0: PTS=PTS+100: GOTO 180
390 FOR 1=150 TO 0 STEP -5:POSITION
SUBX,SUBY:? SUB* (FL»B+1 , FL«a+8) ;
: FL=1-FL
400 FOR J=I TO 1 STEP -20
410 SOUND 0, J/ 10, B, 1/ 10: NEXT JiNEXT
I
415 SUBB=SUBS-1 : IF SUBS=0 THEN 430
420 POSITION SUBXjSUBY:? "
CB SPACES > " ; : SUBX=16: SUBY=22: DX=
0: DY=0: MS=0: BOSUB 575:G0T0 180
430 IF PTS>HSCR THEN HSCR=PTS
440 GRAPHICS 1B:P0KE 54286 , 64 : SETCOL
OR 4, 9, 14:P0SITI0N 5,0:? tt6;"[giE
450 POSITION 5,5:? #6 ; " SCORE : " ; PTS : P
asiTION 5,11:? #6; "press SEK-"
460 IF PEEK (53279) <>6 AND STRIB(0) T
HEN 460
470 POKE 77,0:GOTO 100
480 IF TORP=0 THEN 180
490 IF PEEK (TORP) =1 12 THEN POKE TORP
,0
500 TORP=TORP-40: IF TORP<SCR+360 THE
N TaRP=0: PTS= <PTS-10) « (PTS>10) :S
OTO 180
510 LDC=TORP:IF PEEK (LOO =0 THEN POK
E LOC, 1 12* <TORP>SCR+400) : GOTO 18
0
520 IF PEEK (TORP) =102 OR PEEK(TDRP)=
103 THEN LOC=SCR+MS: Pl=l 12:G0TO
340
530 FOR V=14 TO 0 STEP -2:F0R 1=2 TO
3: L=0: R=0
540 FOR UP=0 TO 40 STEP 40: POKE 711,
PEEK (53770)
550 POKE LOC-L-UP, EXL ( I ) : POKE LOC+R-
UP,EXR(I) :A1=(PEEK(LOC-L-1)<>0) :
A2= (PEEK (LOC + R+1 > <>0> :NEXT UP:L =
L+Al :R=R+A2
560 SOUND 0,L+R,0,V:IF Al OR A2 THEN
540
570 NEXT I:NEXT V ; TORP=0 : PTS=PTS+40+
(23-SUBY) «5: GOTO 180
575 POSITION 1,23:? "{7 SPACES> " ; : FO
R 1=1 TO SUBS: POSITION 1*2-1,23:
? "£\";sNEXT I : RETURN
580 REM Bn^asaa^smnK
590 IF NOT DIMMED THEN DIM DX(15),D
Y ( 15) , SHIP* (128) , SUB* ( 16) , EXL (3)
,EXR(3) ,MS6* (100) :LET DIMMED=1:H
SCR=500
240 COMPUTE! Octobef1983
An example of edited graphics in the Atari game "Sub Attack"
600
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860
GRAPHICS 0:DL=PEEK(560) +256* PEEK
(561)+4:PDKE 752,1
SETCOLOR 0, ll,4:SETCOLOR 1,0,12:
SETCOLOR 2, 1 , 10:SETCOLOR 3,4,6:S
ETCOLOR 4, 10,8
POKE DL-1,69:F0R 1=2 TO 23: POKE
DL+I,4:NEXT I : POKE DL+10 , 128+4 : P
OKE DL+24,6
SCR=PEEK (88) +256«PEEK (89)
CHSET=(PEEK(106)-8) « 256: POKE 756
, CHSET/256
IF PEEK (CHSET+20) =85 THEN 740
FOR 1=0 TO 3;FOR J=0 TO 31:P0KE
SCR+I*40+B0+2+J, I»32+J:NEXT J:NE
XT I
RESTORE 1040:FOR 1=512 TO 1023:R
EAD A:PGKE CHSET+ I , A : NEXT I
FOR 1=0 TO 127:READ A:POKE CHSET
+ 1 , A: NEXT I
FDR 1=128 TO 511:P0KE CHSET+1,25
5-PEEK(57344+I ) sNEXT I
FOR 1=0 TO 7: POKE CHSET+208+ I , 25
5:NEXT I : POKE CHSET+2 1 4 , 239
FOR 1=0 TO IStREAD AiPOKE CHSET+
472+1, A:NEXT I
FOR 1=0 TO 25:READ A:POKE 1536+1
,A:NEXT I
PUT #6, 125: POSITION 30,0:FOR 1=0
TO 7:F^UT #6, I iNEXT I
POKE 512,0:POKE 513,6:POKE 54286
, 192
RESTORE 770:FDR 1=1 TO 64:READ A
: SHIP* ( I )=CHR* (A) :NEXT I
DATA 160,160,160,160,160,160,160
, 160
DATA 8,9,10,11,12,13,14,15
DATA 32,32,18,19,20,21,22,23
DATA 24,25,26,27,28,29,30,31
DATA 32,97,98,99,100,101,32,32
DATA 104,105,106,107,108,109,110
,111
DATA 160,160,160,160,160,160,160
, 160
DATA 120,121,122,123,124,125,32,
32
FOR 1=1 TO 16i SUB* ( I ) =CHR* < 1+31 )
:NEXT I : SUB* < 16) =CHR» (32)
FOR 1=5 TO 15:READ A : DX ( I > =A : REA
D A: DY (I )=A:NEXT I
870 DATA 1,1,1,-1,1,0,0,
,-1,0,0,0,0, 1,0,-1,0
880 SUBX=16: SUBY=22: FOR
D A,BsEXL( I ) =A: EXR ( I
890 RETURN
900 DATA 246,247,208,209
910 HSCR = PTS: riSG« = " : : : ; :
: : : " : POKE 7 1 1 , 90
920 Mss*(2i)="Bg3gaiiiDgi
: ::high: : : miiJ^!: : : : "
G«) +1 )=STR« CRTS)
930 MS6* CLEN<MSB«)+1 )=":
940 FOR 1=1 TO LEN(MSB*)
950 SOUND 0,10,8,8
960 POSITION 1,23:? MSG*
KE 20,0
970 IF PEEK(20)<2 THEN 9
980 SOUND 0,30,8,8
990 POSITION CX,2:? "qrs
0, 0: CX=CX-1 : IF CX=0
N CX,2:? "<:7 SPACES>
1000 IF PEEKC20)<2 THEN
1010 NEXT I:BEAT=1
1020 COLOR 32:PLDT 0,23:
:PLOT ia,23:PLaT 0,
2:S0UND 0,0,0,0:GOT
1030 RETURN
1040 REM
1050 DATA 168,0,0,0,42,0
1060 DATA 0,2,42,170,10,
1070 DATA 0,160,2,170,16
1080 DATA 0,0,128,0,160,
1090 DATA 15,63,63,63,15
1100 DATA 192,240,242,24
0,-1,1
1 = 0 TO
) =B: NE
3:REA
XT I
, 254,255,0, 0
t*<.i;a:
: new
MS6* (LEN <MS
-20
< I , 1+17) ; : PO
70
tu " ; :
THEN P
" ; : CX
1000
DRAWTO
2: DRAW
0 575
POKE 2
OSITIO
31
18, 23
TO 39,
QRME CHARRCTERS FOLI_OH
,0,0
168, 0, 0
0, 42,0, 0
0,0,0
,0,0,0
0, 192, 0, 160, 0
1110
1 120
1 130
1 140
1 150
1 160
1 170
1 180
1 190
1200
1210
1220
1230
1240
1250
1260
1270
1280
1290
1300
1310
1320
1330
1340
1350
1360
1370
1380
1390
1400
1410
1420
1430
1440
1450
1460
1470
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
DATA
34, 10, 136, 2, 168, 0, 0
32, 160, 136, 0, 0, 0, 0
0, 0, 0, 85, 85, 5, 0
0, 192,63, 95, 1 17, 85, 21
0,0, 19 2, 85, 85, 85, 85
5, 53, 31 ,87,93, 85, 85
0, 48, 15, 87, 93, 85, 85
0,0, 240, 213, 85, 85,85
0, 0, 0, 85, 85, 80, 0
8.8,3, 143, 3, 128, 8,0
48, 24 0, 252, 224, 200, 0 , 1 28
0,0,0,0,0,5,7
0, 8, 85, 42, 42, 85, 1 19
130, 24, 64, 0,0, 84, 116
2, 33, 0,0,0,0,0
2, 24, 145,2, 0,0,0
4, 0, 32, 80, 0,0,0
0,21, 10,5,0,0,0
0,85, 170, 117, 85, 21, 5
10, 85, 170, 215, 85, 85, 85
9, 170, 85, 170, 93, 85, 85, 85
6, 170, 85, 170, 1 17,85,85, 85
0, 85, 170, 215, 85, 85, 85
0, 84, 170, 85, 84, 80, 64
0, 0, 128, 0, 0, 0, 0
0,0,0,0,0,0,0
0,0, 0,0, 0, 64, 16
0,0,0,0,0,0,0
0, 0,5, 0,0, 85, 1 19
0, 0,84, 128, 128,85, 1 19
0, 0, 0, 0, 0, 64, 64
4,1,5, 1,4,0,0
68,80,84,80,68,0,0
0,80, 170, 21 ,5,5,0
85, 117, 85, 170, 85, 213, 85, 21
80, 208, 80, 170, 85, 93,85, 85
DATA 85,170,85,170,85,85,85,85
DATA 85,170,85,170,85,213,85,85
DATA 64,129,65,170,85,93,85,85
DATA 16,85,221,170,85,85,80,0
DATA 0,1,4,170,80,0,0,0
DATA 0,16,16,16,16,136,0,0
DATA 1,0,0,5,31,31,5,0
DATA 84,5,4,85,213,86,85,0
DATA 0,80,0,80,85,89,84,0
DATA 0,0.0,1,85,64,0,0
DATA 4,17,4,84,64,0,0,0
DATA 32,2,51,15,131,8,128,0
DATA 34,0,200,240,194,48,0,8
DATA 0,0,0,0,5,1,0,0
DATA 0,0,0,2,85,93,85,5
DATA 20,20,20,170,85,93,85,85
DATA 20,20,20,170,85,93,85,85
DATA 0,0,0,128,85,93,85,84
DATA 0,0,0,0,84,64,0,0
DATA 0,128,8,32,15,131,3,2
DATA 0,0,194,192,242,252,192,50
DATA 0,0,0,0,0,0,0,0
DATA 0,0,0,0,5,42,1,0
DATA 0,0,0,0,85,165,85,0
DATA 0,0,0,3,85,85,85,85
DATA 0,5,21,255,85,85,85,85
DATA 85,85,105,255,85,85,85,85
DATA 0; 0, 0, 2S5, 85, 84, 85, 85
DATA 0,0,0,192,80,20,80,64
DATA 0,0,0,3,5,20,5,1
DATA 1,1,1,255,85,21,85,85
DATA 84,85,165,255,85,85,85,85
DATA 0,64,80,255,85,85,85,85
DATA 0,0,0,240,85,85,85,85
DATA 0,0,0,0,85,90,85,64
DATA 0,0,0,0,80,168,64,0
DATA 0,0,0,0,0,0,0,0
DATA 0,0,1,63,127,31,7,0
DATA 120,248,200,254,251,254,25
2,0
REM > fr-T^^Hfr-» =»■*•«•-?" -t^**'**^"""
--Machine Larvguage ■
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1500
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1520
1530
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1550
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1570
1580
1590
1600
1610
1620
1630
1640
1650
166 0
1670
1680
1690
1700
1710
1720
1730
1740
1750
1760
1770
1780
1790
1800
1810
1820
1830
1840
1845
18 46
1850
1860 DATA 72, 16
,208, 169,4
41,24, 208
4, 64
1870 END
9,6, 141, 10,212, 141,22
0, 141,23,208, 169, 10, 1
169, 128, 141, 26, 208, 10
Program 3:
Disassembly Of The Display List Interrupt Routine
72
PHA
169 6 LDA #6
141 10 212 STA $D40A
141 22 2C8 STA $D018
169 40 LDA #40
141 23 208 STA $D019
169 10 LDA #10
141 24 208 STA $D01A
169 128 LDA #128
141 26 208 STA $D01C
104 PLA
64 RTI
; Since this is an interrupt, we want to
save any registers we use so that when
we return from the interrupt, the
original routine won't notice anything.
PHA means to "push" the accumulator
onto the stack. The stack will hold the
previous value in the accumulator
until we "pull" it off.
;Grey (0*16 + 6)
;WSYNC (wait for synchronization)
;Colorregister zero (hardware)
;2*16 + 8, light orange
;Color register one. Since ML is so fast,
the TV beam still hasn't reappeared.
We'll be able to make all our changes
without having to store to WSYNC
again.
;Light white
;Col or regi ster two
;8*16 + 0, dark blue, for the ocean
;Background color register
;Restore accumulator
,'Retum from Interrupt (like RETURN
fromaGOSUB) ©
Octol3er1983 COMPUTEI 241
High Speed Mazer
Gory E. Marsa
This update of previoiishf published "Maze Generator"
uses machine language to construct a random maze in
less than two seconds - for PET, VIC, and 64. Also,
there's "Munchmaze," a fast-action strategy game to
show off the maze utility, with versions for the PET
and 64.
If you tried Charles Bond's "Maze Generator" in
the December 1981 COMPUTE!, you'll remember
how fascinating it was to watch the maze being
constructed on the screen right before your eyes.
It's a clever program and lacks only one thing -
speed. It takes my PET about 38 seconds to con-
struct a full-screen maze. After watching it make
several mazes, it occurred to me that a machine
language version would be much faster.
The machine language maze generator was
written on an Upgrade PET, and conversions for
Original ROMs and 4.0 ROMs were incorporated
into the loader program (Program 1). Also in-
cluded are versions for the VIC-20 (Program 2)
and the 64 (Program 3).
The PET version uses 176 bytes and will fit
into one of the cassette buffers. It uses the second
cassette buffer, but 4.0 BASIC users may prefer to
use the first cassette buffer. If so, change the value
of S in line 120 to 634. If you would like to use one
or both buffers for utility programs, instructions
for loading machine language into high RAM are
given at the end of the loader (lines 450 on).
The VIC-20 version occupies 201 bytes and
must be loaded into high memory because it's too
large for the cassette buffer. The extra bytes in
this version are needed to handle color. Screen
and border are both white, and the maze color is
chosen randomly. All colors except black and
white are used.
While typing in the loader program, make
special note of DATA items beginning with an
asterisk (*) or a plus sign { + ). Be sure to include
these symbols. When you've finished typing, be
sure to SAVE the program before RUNning it.
When the program is RUN, it first POKEs the
machine language into memory and then offers a
242 COMPUni October 1983
demonstration. Mazes will be constructed on your
screen as long as you keep pressing keys.
Speeding Up The Maze
Converting Charles Bond's algorithm from BASIC
to machine language was accomplished by a nearly
line-by-line translation of the original BASIC pro-
gram. Although the machine language program
executes far faster than the original BASIC pro-
gram, the maze does not appear on the screen
instantaneously. But the motion is so fast it's hard
to follow with your eyes. I timed the PET maze
construction at 1.65 seconds. The VIC and 64 ver-
sions take about half as much time.
The mazes are 39 columns by 23 rows on the
PET and 64, and 21 columns by 21 rows on the
VIC, These are maximum sizes. Changing the
maze dimensions is possible, but not particularly
easy, especially if you want to center the maze on
the screen. You can try this:
PET & 64: POKE S + 37,C (wtuTL" C is >T0 or <40)
POKES + 53, R (whL>rL>Ris>10or<24)
VIC: POKE S + 62, C (where C is >10or <22)
POKE S + 78, R (whore R is >10 or <22)
C is the number of columns, R the number of
rows, and S the SYS address minus eight. C and R
must be odd nund^ers. Mazes smaller than the
maximum size will not be centered, but will start
in the upper-left-hand corner of the screen.
Munchmaze
Shortly after converting the maze generator to
machine language, I wrote a machine language
game called "Munchmaze," in which a character
hurries through the maze dropping bread crumbs
as it goes. You move your character around with
the appropriate keys and try to munch as many of
the bread crumbs as you can before the character
catches you. The game ends when the two char-
acters collide or when you accumulate 10,000
points.
There are three speed levels: slow, moderate,
and fast. Both characters move at the same speed,
but the computer character beats you on the cor-
ners. Also, you have to change directions manu-
It's time for your
computer to grow up.
Meet PractiCalc The world's most versatile spreadsheet at only $40.*
Games are fun when it's time to play. But at
heart, your Commodore 64" or VIC-20'" is a full-
grown computer
straining to
gallop at the
touch of your
fingers.
But the problem
is, most software's
been designed for
toys. Not for real Commodore 64 and VIC-20.
computers. Until now. ^^^ i^^* f°^ 9^"^^^ ■ ■ ■
Now comes PractiCalc. And there's not much
in the world of grown-
up computing it won't
do. It'll keep
addresses (in
alphabetical or
numerical order),
phone numbers
(likewise), make
budgets and menus,
project profits, keep
track of expenses,
inventories, investments, what have you. For
your home, your school, your business.
PractiCalc gives you
I"..
r ■
?tA ILUi
t
Budgets, inventories,
projections, you name it.
mimMmMyvmrn. iim^
■w
Jl ,- ij ,
I "3
spreadsheet analysis . . .
square roots, logarithms, exponential
everything you'd
expect from a
spreadsheet, like
adding and
subtracting,
multiplying
and dividing,
calculating
a^^g— sjanM(
High or low
resolution graphics..
numbers and even
trig functions. And
PractiCalc gives you
a lot more.
Want to make
a chart? Hit a key
and the high or tow
resolution graphics of
PractiCalc Plus or
PractiCalc 64 will turn
numbers into graphs. It'll even print out
everything that shows on the screen.
Want a lot of facts and figures at your
fingertips? PractiCalc stores more than 2,000
cells in up to 100 columns and 250 rows. It'll
sort them, search them, or shuffle them for you.
You can add
entries, delete them,
or move them around
-numerically or
alphabetically, and
instantly, of course.
And you'll find
PractiCalc unusually
friendly, flexible, and
forgiving.
All of which is a far cry from just playing with
a joystick. Still,
PractiCalc has one
thing in common p, .,, .(.«
with a
computer
game.
The price.
High-speed and
wild card search .
■^ Lf^t.* m or-l i^"«
Ik
Only $40.
Alpha ornumeric sort.
PractiCalc
by
COMPUTER
SOFTWARE
ASSOCIATES, INC.
Exclusively distributed by Micro Software International, Inc.
The Silk Mill, 44 Oak Street, Newton Upper Falls, MA 02164 • (617) 527-7510
*S40 is suggested retail price for iape version of Prac(iCatc-20 (S45 for disk version; PractiCaic Plus or PractiCalc 64 = $50 for tape version. £55 for disk).
© 1983 Computer Software Associates, Inc. Commodore 64" and VIC-20™ are trademarks of Commodore Business Macfiines, Inc.
ally; it doesn't. The computer moves its character
according to the same "left-turn rule" used by the
mouse in Charles Bond's original maze generator
program. You must be aware of this in order to
find temporary hiding places.
There's another tricky feature, too. Some-
times, when the two characters are moving from
opposite directions toward each other, the com-
puter character goes right on by and no collision
occurs. Just breathe a sigh of relief and continue
munching - you were lucky.
The maze in Munchmaze Is not constructed
on the screen, but in another area of RAM. It is
then transferred to the screen, where the maze
appears all at once; then there is a one-second
delay before the action begins. If you break out of
the program for any reason just type SYS 12311 to
restart.
Programs 4 and 5 are versions of Munchmaze
for 4.0 and Upgrade PETs, respectively. Program
6 is a 64 version of Munchmaze.
If you would rather not type these programs
yourself, I'll make copies for you. Send a self-
addressed, stamped mailer, a blank cassette, and
$3 to:
Gnn/ Mnrsn
320 Terrace, Apl. 2-S
Flushing, Ml 48433
I have available the Maze Generator for all PETs
and the VIC, and Munchmaze for Original, Up-
grade or 4.0 PETs. Please tell me which version(s)
you want.
Special Note To 8032 And
Fat Forty Owners
Because of keyboard differences between "old
style" 40-column PETs and "Fat Forties," Munch-
maze will not work properly on Fat Forties, or
8032s. Your machine is a "Fat Forty" if a bell rings
when you turn it on,
Munchmaze 4.0 will work properly on these
computers if you type in these two lines instead
of the ones that appear in the listings:
13314 DATA 255,255,255,40,0,182
13320 DATA 184,180,178,160,32,58
Program i:
Maze Generator For 40-Column PET With
Original, Upgrade, Or 4.0 ROMs
50 REM FOR 40-COLUMN PET/CBMS WITH ORIGI
NAL, UPGRADE, OR 4 . 0 ROMS
100 CLR: POKE 59468,12: X=RND(-TI)
110 P=PEEK{ 50003 ) : Z=84-82* (P=0 )
120 S=826: A=S
130 PRINT "{CLR}[2 D0WN}L0ADING . . .
[2 down}"
140 READ X$: IF X$="XXX" THEN 200
150 R=ASC(X$): Q=VAL(MID$ (X$ , 1- ( R<48 ) } )
160 IF R=42 THEN X=Z+Q: GOTO 190
170 IF R<>43 THEN X=Q: GOTO 190
244 COMPUTE! October 1983
180 Y=S+Q: X=INT(Y/256) : Y=Y-256*X: POKE
A,Y: A=A+1
190 POKE A,X: A=A+1 : GOTO 140
200 IF P=0 THEN POKE S+63,69: POKE S+66,
222
210 IF P=160 THEN POKE S+63,41: POKE S+6
4,210
220 PRINT "ACTIVATE WITH { RVS } SYS " r S+8
230 PRINT "{2 DOWN} PRESS ANY KEY FOR DEM
ONSTRATION MAZES."
240 PRINT "{2 DOWN} PRESS 'Q?' WHEN YOU WA
NT TO QUIT. [3 DOWN}": GOTO 260
250 SYS S+8: PRINT "[H0ME}PRESS KEY..."
260 GET X$: IF X$="" THEN 260
270 IF X$<>"Q" THEN 250
280 DATA 1, 0, 216, 255, 255, 255, 40, 0
, 169, 81
290 DATA 133, *0, 169, 40, 133, *2, 169,
128, 133, *1
300 DATA 133, *3, 169, 147, 32, 210, 255
, 162, 0, 160
310 DATA 0, 169, 160, 145, *2, 200, 192,
39, 208, 249
320 DATA 24, 165, *2, 105, 40, 133, *2,
144, 2, 230
330 DATA *3, 232, 224, 23, 208, 229, 160
, 0, 169, 4
340 DATA 145, *0, 32, 127, 223, 165, 140
, 41, 3, 133
350 DATA 1, 170, 10, 168, 24, 185, +0, 1
01, *0, 133
360 DATA *4, 185, +1, 101, *1, 133, *5,
24, 185, +0
370 DATA 101, *4, 133, *2, 185, +1, 101,
*5, 133, *3
380 DATA 160, 0, 177, *2, 201. 160, 208,
18, 138, 145
390 DATA *2, 169, 32, 145, *4 , 165, *2,
133, *0, 165
400 DATA *3, 133, *1, 76, +62, 232, 138,
41, 3, 197
410 DATA 1, 208, 189, 177, *0, 170, 169,
32, 145, *0
420 DATA 224, 4, 240, 26, 138, 10, 168,
162, 2, 56
430 DATA 165, *0, 249, +0, 133, *0, 165,
*1, 249, +1
440 DATA 133, *1, 202, 208, 238, 76, +62
, 96, XXX
450 REM MAKE THESE ADDITIONS & CHANGES T '
O LOAD MACHINE CODE INTO HIGH RAM:
460 REM
470 REM{2 SPACES}70 P=PEEK{ 50003 ) : M=52-
82*(P=0)
480 REM[2 SPACES]80 Y=PEEK(M)+256*PEEK (M
+1)-177: X=INT(y/256); Y=Y-256*X
4^0 REM {2 SPACES J 90 POKE M,Y: POKE M+1,X
: POKE M-4,Y: POKE M-3,X
500 REM{2 spaces} 110 P=PEEK{ 50003 ) : Z=84
-82*(P=0): M=52-82*(P=0)
510 REM{2 SPACES}120 S=PEEK{m)+256*PEEK(
M+1 ) : A=S
Program 2: Maze Generator For VIC
10 REM MAZE (VIC)
20 REM MAZE GENERATOR IN MACHINE LANGUAG
E
I Cocl«Pro*64l
EEmnm
prmni.
Using CodePro-64
J;BM-64 Keyboard Review
BASIC Tuiorial
2 — Introduction to BASIC
3 — BASIC Commands
4 — BASIC Statements
5 — BASIC Functions
Graohics & Music
6 — Keyboard GRAPHICS
7 — Introduction to SPRITES
8 — SPRITE Generator
9 — SPRITE Demonstrator
A — Introduction to MUSIC
•B — MUSIC Generator
C — MUSIC Demonstrator
Other Options I
K — Keyword Inquiry
R — Run Sample Programs
SELECT CHOICE OR HIT SPACE FOR DEFAULT
NEW! For the Commodore 64'
ANNOUNCING
CodePro-64
A new concept in
interactive visual
learning . . .
TM
Now you can learn lo code m BASIC and develop
advanced programming skills with graphics, spnies and
music— vi»uaily. You learn by inleracUng wilh CodePro-
64, a new concept m mseraclive visual learnihg.
SEE PROGRAM EXECUTION
Imagine actually seeing BASIC statements execute
CodePro-64 guides you through structured examples ot
BASIC program segments You enler Ihe requested data
or let CodePro-64 do the typing for you (It will not let you
make a mistake)
AMer enlering an example you invoke our exclusive
BasicView" which shows you how Ihe BASIC program
exampie executes.
You step through and actually see Ihe execution ol
sample program statements by simply pressing the space
bar CodePro-64 does the rest.
You see statements with corresponding flow chart
graphic* and variable value displays You learn by visual
examples
|J-MIJf.fffl
10 FOn I = 10 TO 10
STEP J
i^s^
Fl MAIN F3-CUFIBENT FS^NEXT FT-PF FB^PB
EXTENSIVE TUTORIAL
CodePro-64 s extensive tutorial guides you through
each BASIC command program statement, and fund on
You gel clear explanations Then you enter program
stalements as mieraclive examples Where appropriate,
you invoke BasicView to see examples execute and
walch their flow Charts and variables change
Byseemggfaphicdispiaysol program segment execu-
tion you learn I5y visual example You learn taster and
grasp programming concepts easier wnh CodePro-64
DEcause you immediately see tne results ol your input
You c;ontrol your learning You can gotrirougfi the tutor-
ai segueniiaiiy, or return to the mam menu and select
ditfereni topics, or use keywords to select language ele-
ments to study You can page back and lorlh iDetv^een
screens vjithm a topic at Ihe touch ol a lunction key
CodePro-6't lel» you follow your Interests and prac-
tice with interactive examples But you can never gel
"losl". Ft will always return you to the mam menu Once
you have practiced and mastered the BASIC language
elements you move on !0 more advanced concepts You
learn about sprite and music programming
SPRITE GENERATOR & DEMONSTRATOR
CodePro-64s sprite generator lels you define your
own sprites on the screen. You learn how to define sprites
and what data values correspond to your sprite delini-
iions (You can then use these values to write your own
programs ) You can easily experiment with ditterent defi-
nitionsandmakechangeslo immeOialely see the effects.
We al so hel p you learn to program with sprites by giv<ng
you a sprite demonstrator so you can see the effect of
changing register values You can expenmenl by moving
your sprite around m a screen segment, change its color
or priorily. and see the eflects ot your cfianges You learn
by visual examples
MUSIC GENERATOR i DEMONSTRATOR
To leach you music programming CodePro-64 gives
you an interactive music generator and demonstrator
First we help you set all your SID parameters (attack/
decay, sustain/release, waveform, etc I Then you enter
notes to play and we show your turte graphically as it
plays, note by note, on the scale You learn by seeing and
hearing the results of your input
OUR GUARANTEE
We guarantee your satlsfactkMi. You must be
satisfied with CodePro-64 for Ihe Commodore-
64. Try i( for 1 0 days and if for any reason you are
not satisfied return it to us (undamaged) for a full
refund. No risk.
Our music demonstrator lets you experiment with var-
ious combinations ol music programming parameters
and hear the results You can quickly modHy any of Ihe
SID register values to hear the effects of tne change For
exampie. you could easily change waveform and attack/
decay values while holding all other SID values constant
By seeing youi input and hearing the result you quickly
learn bow to create new musical sounds and special
sound effects
AND MORE...
We don't have enough space to tell </ou everything
CodePro-64 oflers You need to see for yourself BASIC
tutonals. graphics, sprites, music, keyboard review, sam-
ple programs— the mam menu shown above gives you
]us1 a summary of the contents of this powerful educa-
tional product
Whether you're a beginning programmer or an expen-
enced professional. CodePro-64 will help you improve
your Commocore 64 programming skills Were sure
because CodePro-64 was developed by a team of Iwo
professionals with over 25 years ot software development
experience
CodePro-64 IS a professional qualiiy educational pro-
gram for the serious student of personal computing And
Its (ully guaranteed. Order yours today
HOW TO ORDER
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Send only $59 95 plus S3 00 shipping and handling to
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call (91 9)-r87 7703
Commodore 64 is a trademark of Commodore Business
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Ad no 733. Copyright 1983, SMA
Dealer inquiries invited.
A game of "Miiuchiiinzc" bcin'^ pln\/cii on the 64.
224, 21, 208
400 DATA 229, 160, 0, 169, 4, 145, 87, 3
2, 148, 224
410 DATA 165, 143, 41, 3, 133, 1, 170, 1
0, 168, 24
420 DATA 185, +0, 101, 87, 133, 91, 185,
+1, 101, 88
430 DATA 133, 92, 24, 185, +0, 101, 91,
133, 89, 185
440 DATA +1, 101, 92, 133, 90, 160, 0, 1
77, 89, 201
450 DATA 160, 208, 18, 138, 145, 89, 169
, 32, 145, 91
460 DATA 165, 89, 133, 87, 165, 90, 133,
88, 76, +87
470 DATA 232, 138, 41, 3, 197, 1, 208, 1
89, 177, 87
480 DATA 170, 169, 32, 145, 87, 224, 4,
240, 26, 138
490 DATA 10, 168, 162, 2, 56, 165, 87, 2
49, +0, 133
500 DATA 87, 165, 88, 249, +1, 133, 88,
202, 208, 238
510 DATA 76, +87, 96, XXX
50 REM FOR THE VIC-20 (ANY MEMORY SIZE)
100 Y=PEEK(55)+256*PEEKC56)-202; X=INT(Y
/256): Y=Y-256*X
110 POKE 55, Y: POKE 56, X: POKE 51, Y: POK
E 52, X
120 CLR: POKE 36879,27: PRINT CHR$(142);
: X=RND(-TI)
130 S=PEEK(55)+256*PEEK(56) : A=S
140 PRINT "{CLR} {2 DOWN } LOADING ... "
150 READ X$: IF X|="XXX" THEN 200
160 R=ASC{X$): Q=VAL{MID5 {X$ , 1- ( R<48 ) ) )
170 IF R<>43 THEN X=Q: GOTO 190
180 Y=S+Q: X=INT(Y/256) : Y=Y-256*X: POKE
A,Y; A=A+1
190 POKE A,X: A=A+1: GOTO 150
200 PRINT "[HOME}": IF PEEK(210)<>16 THE
N 220
210 POKE S+17,16: POKE S+45,148: POKE S+
48,149
220 PRINT "{down} ACTIVATE WITH"
230 PRINT "{2 spaces} [RVS} SYS"; S+8
240 PRINT "{2 D0WN]PRESS ANY KEY FOR"
250 PRINT "DEMONSTRATION MAZES."
260 PRINT "{2 DOWN] PRESS 'Q' WHEN YOU"
270 PRINT "WANT TO QUIT.": GOTO 290
280 SYS S+8: PRINT " [HOME } PRESS KEY..."
290 GET X$: IF X$="" THEN 290
300 IF X$<>"Q" THEN 280
310 PRINT "{CLR}": POKE 36879,27
320 DATA 1, 0, 234, 255, 255, 255, 22, 0
, 169, 45
330 DATA 133, 87, 169, 22, 133, 89, 169,
30, 133, 88
340 DATA 133, 90, 169, 25, 141, 15, 144,
32, 95, 229
350 DATA 32, 148, 224, 165, 143, 41, 7,
201, 2, 48
360 DATA 245, 160, 0, 153, 0, 150, 153,
0, 151, 200
370 DATA 208, 247, 162, 0, 160, 0, 169,
160, 145, 89
380 DATA 200, 192, 21, 208, 249, 24, 165
, 89, 105, 22
390 DATA 133, 89, 144, 2, 230, 90, 232,
246 COMPUn! October 1983
Program 3: Maze Generator For The 64
10 1=49152 : IFPEEK(l+2 )=216THENSYS49160: E
ND
20 READ A: IF A=256 THEN SYS 49160 :END
30 POKE I,A: 1=1+1 :GOTO 20
49152 DATA 1,0,216,255,255,255,40
49160 DATA 0,169,81,133,251,169,40
49168 DATA 133,253,169,4,133,252,133
49176 DATA 254,169,147,3 2,210,255,162
49184 DATA 0,160,0,169,160,145,253
49192 DATA 200,192,3 9,208,249,24,165
49200 DATA 253,105,40,133,253,144,2
49208 DATA 230,254,2 32,224,23,208,229
49216 DATA 160,0,169,4,145,251,169
49224 DATA 255,141,15,212,169,128,141
49232 DATA 18,212,173,27,212,41,3
49240 DATA 133,173,170,10,168,24,185
49248 DATA 0,192,101,251,133,170,185
49256 DAT